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Commander
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{"ops":[{"insert":"## Deck identity\n\n[[Ral, Monsoon Mage|MH3:471]] is a proactive Izzet storm commander with three jobs:\n\n1. Reduce the generic cost of every instant and sorcery.\n2. Turn cheap velocity and rituals into a credible commander-based win.\n3. Force opponents to interact before slower value engines take over.\n\nThis is not an Izzet control deck. The default plan is to resolve Ral on turn one or two, convert one- and two-mana spells into a dense chain, and end the game through one of several overlapping storm routes. [[Mystic Remora|SLD:406]] and [[Rhystic Study|WOT:71]] are bridges when the table does not permit an immediate attempt; they are not the deck's primary identity.\n\nThe blind-field build emphasizes broad interaction and resiliency. It uses [[Swan Song|SLD:1591]] over [[Tibalt's Trickery|KHM:360]] for predictable one-mana protection and [[Mindbreak Trap|MB2:168]] over [[Solve the Equation|SLD:2570]] for additional zero-mana stack coverage against fast tables and uncounterable spells.\n\n## Why play Ral?\n\n### Strengths\n\n- A two-mana commander that immediately discounts most of the deck.\n- Multiple win routes that do not all lose to the same hate piece.\n- Excellent use of red rituals, wheels, impulse draw, and graveyard recursion.\n- Can win without attacking and without resolving a traditional two-card creature combo.\n- [[Hexing Squelcher|ECL:317]], [[Vexing Bauble|MH3:212]], [[Overmaster|DMR:327]], [[Pyroblast|SS3:5]], and [[Red Elemental Blast|A25:147]] create unusually strong protected windows for an Izzet deck.\n- Rewards technical repetition, accurate sequencing, and knowledge of the stack.\n\n### Weaknesses\n\n- Highly dependent on resolving and retaining Ral during setup.\n- Rule of Law effects attack the deck's fundamental action economy.\n- [[Drannith Magistrate|IKO:314]] blocks escape, flashback, impulse-exiled cards, Ral's ultimate, and [[Mind's Desire|STA:17]] hits.\n- Later seats face more developed boards and more independently live counterspells.\n- Coin flips make the commander win nondeterministic.\n- Long storm turns demand disciplined tracking under a tournament clock.\n\n## Strategic posture\n\n### Early game\n\nThe preferred opening develops Ral by turn two while preserving enough material to create a meaningful follow-up. A turn-one Ral is powerful, but it is not automatically correct if doing so spends every card and leaves no velocity.\n\nPrioritize:\n\n1. Red mana and a credible Ral cast.\n2. A bridge or engine: [[Mystic Remora|SLD:406]], [[Rhystic Study|WOT:71]], [[Birgi, God of Storytelling|KHM:311]], [[Electro, Assaulting Battery|SPM:260]], [[Storm-Kiln Artist|CMM:644]], a wheel, or multiple velocity spells.\n3. Protection appropriate to the pod.\n4. A path toward Breach, a large storm payoff, or six instant/sorcery casts.\n\n### Midgame\n\nRal's discount turns many two-mana velocity spells into one-mana draw or selection. Use that efficiency to develop a mana-positive chain rather than firing every spell merely to increase storm count. The important resources are cards in hand, red mana, graveyard volume, spells cast this turn, and the number of live opposing interaction windows.\n\nWhen a clean win is unavailable, use a wheel or value engine to reload. Avoid transforming Ral early merely because a coin flip succeeds. The planeswalker side no longer gives the continuous creature-side discount unless you use its +1, and an early planeswalker is usually easier for the table to attack.\n\n### Winning turn\n\nBefore committing, identify:\n\n- Which route is actually live.\n- Whether [[Vexing Bauble|MH3:212]] must be sacrificed.\n- Which opponent is most likely to interact.\n- Whether removal must clear [[Drannith Magistrate|IKO:314]], Rule of Law, graveyard hate, or a protected value engine.\n- Whether the line wins now or merely generates value.\n\nDo not expose the payoff first if cheap spells can draw out interaction or improve Ral's eventual loyalty count.\n\n## Primary win lines\n\n### 1. Ral transform into an immediate -8\n\n[[Ral, Leyline Prodigy|MH3:471]] enters with its printed two loyalty plus one counter for every instant and sorcery cast that turn. Six such spells therefore let Ral enter with eight loyalty and immediately use the ultimate once the stack is empty.\n\nDecline successful transform flips before the sixth instant or sorcery unless the planeswalker side is specifically needed for removal or value. Beginning with spell six, the chance of winning at least one flip is:\n\n| Point in chain | Chance to have won a transform flip |\n|---|---:|\n| Spell six | 50% |\n| By spell seven | 75% |\n| By spell eight | 87.5% |\n\nThe -8 exiles eight cards and permits the instant and sorcery spells among them to be cast for free that turn. It is a high-ceiling bridge, not a guaranteed kill.\n\nBefore activating:\n\n1. Sacrifice [[Vexing Bauble|MH3:212]].\n2. Record floating mana and spells cast this turn.\n3. Preserve colored mana for any permanents found among the eight; only instants and sorceries are free.\n4. Know whether a wheel, recursion spell, or storm payoff continues the chain if the first eight do not finish.\n\n### 2. Underworld Breach\n\nCore pieces:\n\n- [[Underworld Breach|SLD:2045]]\n- [[Lion's Eye Diamond|MIR:307]]\n- [[Brain Freeze|SLD:410]]\n- Enough graveyard material to begin escaping\n\nBasic sequence:\n\n1. Resolve Breach.\n2. Sacrifice [[Vexing Bauble|MH3:212]] if it is present.\n3. Escape LED and sacrifice it for blue mana.\n4. Escape Brain Freeze targeting yourself.\n5. Repeat LED and Brain Freeze as the rising storm count supplies enough cards for escape.\n6. Finish with [[Grapeshot|STA:39]] or a lethal Brain Freeze distributed across opponents.\n\n[[Gamble|J20:6]], [[Mystical Tutor|SLD:334]], [[Quiet Speculation|EMA:68]], [[Flashback|SOS:333]], [[Past in Flames|SS3:4]], [[Finale of Promise|PWAR:127s]], and the wheel package provide multiple ways to find, bin, or recover pieces.\n\n### 3. Bonus Round, Reiterate, and Seething Song\n\nRequired:\n\n- [[Bonus Round|BBD:56]] resolved\n- [[Seething Song|9ED:216★]]\n- [[Reiterate|TSP:175]]\n- Ral's cost reduction\n\nSequence:\n\n1. Cast Seething Song.\n2. Allow the Bonus Round copy of Seething Song to resolve while the original remains on the stack.\n3. Cast Reiterate with buyback targeting the original Song. With Ral's reduction, Reiterate plus buyback costs five mana.\n4. Bonus Round copies Reiterate. Both Reiterates copy Seething Song, and the cast Reiterate returns to hand.\n5. Repeat for unbounded red mana and storm.\n6. Finish with Grapeshot or Brain Freeze.\n\nBonus Round is symmetrical. Begin this line only when [[Hexing Squelcher|ECL:317]], [[Vexing Bauble|MH3:212]], [[Overmaster|DMR:327]], or sufficient stack interaction controls the exchange.\n\n### 4. Mind's Desire and Storm of Memories\n\n[[Mind's Desire|STA:17]] turns accumulated spell count into a graveyard-independent chain. Remove Vexing Bauble first because the exiled cards are cast without paying their mana costs.\n\n[[Storm of Memories|TLE:199]] is strongest when the graveyard contains rituals, velocity, tutors, [[Bonus Round|BBD:56]], or [[Reiterate|TSP:175]]. Its targets are selected randomly, so graveyard composition matters. Exile or spend low-impact cards before casting it when practical.\n\n### 5. Conventional storm finish\n\nNot every game requires a loop. [[Birgi, God of Storytelling|KHM:311]], [[Storm-Kiln Artist|CMM:644]], [[Treasonous Ogre|CNS:36]], rituals, wheels, and Ral's reduction can produce enough natural spell count for a lethal [[Grapeshot|STA:39]] or [[Brain Freeze|SLD:410]]. Always count the non-loop line before exposing a compact combo to interaction.\n\n## Engines and role compression\n\n### Mana engines\n\n- [[Birgi, God of Storytelling|KHM:311]] and [[Storm-Kiln Artist|CMM:644]] make long chains mana-positive.\n- [[Electro, Assaulting Battery|SPM:260]] and [[_____ Goblin|UNF:393]] provide explosive bursts.\n- [[Treasonous Ogre|CNS:36]] converts the life total into a combo resource.\n- [[Storm's Will|SLD:1744]] (the interchangeable-name printing of Jeska's Will), [[Seething Song|9ED:216★]], [[Desperate Ritual|SLD:1984]], [[Pyretic Ritual|SLD:1064]], and [[Rite of Flame|SS3:7]] bridge setup into payoff mana.\n\n### Velocity\n\nRal reduces many nominal two-mana spells to one mana. [[Vision of Love|MSH:158]], [[Highway Robbery|OTJ:129]], [[Witch's Mark|WOE:158]], [[Reckless Impulse|VOW:174]], [[Wrenn's Resolve|MOM:173]], and [[Rob the Archives|SNC:122]] are therefore closer to storm cantrips than conventional card-advantage spells.\n\n### Recursion\n\n[[Underworld Breach|SLD:2045]] is the cleanest graveyard engine, but [[Past in Flames|SS3:4]], [[Finale of Promise|PWAR:127s]], [[Will of the Jeskai|TDC:80]], [[Invoke Calamity|NEO:384]], and [[Storm of Memories|TLE:199]] prevent a single graveyard line from carrying the entire deck.\n\n## Protection and interaction\n\n### Vexing Bauble warning\n\n[[Vexing Bauble|MH3:212]] is both a shield and a trap. It counters any spell cast without spending mana, including your own:\n\n- Ral -8 casts\n- [[Mind's Desire|STA:17]] hits\n- Zero-mana [[Lion's Eye Diamond|MIR:307]] casts during a Breach loop\n- Free [[Mindbreak Trap|MB2:168]], [[Fierce Guardianship|CMM:694]], and [[Deflecting Swat|SLD:1552]]\n- [[Pact of Negation|MP2:16]]\n- Life-only [[Mental Misstep|SLD:1179]] or [[Gitaxian Probe|SLD:2067]]\n- Zero-mana artifacts cast after Bauble resolves\n\nSacrifice Bauble before the free-cast portion of a winning line. If [[Hexing Squelcher|ECL:317]] is on the battlefield, Bauble cannot successfully counter your spells, but relying on that interaction exposes the line to creature removal.\n\n### Interaction discipline\n\nUse [[Pyroblast|SS3:5]] and [[Red Elemental Blast|A25:147]] to protect winning exchanges or stop game-winning engines, not to trade for incidental value. [[Mindbreak Trap|MB2:168]] is particularly valuable against multi-spell turns and against spells that cannot be countered because it exiles rather than counters. Remember that an active Vexing Bauble stops a freely cast Mindbreak Trap.\n\n## Mulligan guide\n\nA baseline keep needs:\n\n1. Ral by turn two, preferably with stable red mana.\n2. A bridge, engine, wheel, or multiple velocity spells.\n3. Protection or enough speed to justify lacking it.\n\n### Seat one\n\nBias toward speed. A turn-one or turn-two Ral followed by rituals and three pieces of velocity can be stronger than a slower interactive seven.\n\n### Seats two and three\n\nJudge the commanders before keeping. Against turbo commanders, require free interaction or a genuinely faster attempt. [[Gemstone Caverns|EOS:151]] is premium.\n\n### Seat four\n\nFavor [[Mystic Remora|SLD:406]], [[Rhystic Study|WOT:71]], free interaction, or a wheel that rebuilds after the first exchange. Avoid unprotected goldfish hands that assume three opponents will do nothing.\n\n### Common mulligan mistakes\n\n- Keeping mana with no velocity or payoff.\n- Keeping recursion without useful graveyard setup.\n- Keeping reactive hands that cannot cast Ral by turn two.\n- Treating every fast Ral hand as a functional storm hand.\n- Keeping hands overloaded on four- and five-mana payoffs.\n\n## Matchup posture\n\n### Blue midrange and Kraum/Tymna shells\n\nBe the proactive deck. Establish Ral before their engines generate several turn cycles of cards. [[Hexing Squelcher|ECL:317]], Vexing Bauble, Overmaster, Pyroblast, and Red Elemental Blast should create one protected winning window. Account for Kraum drawing during the combo turn.\n\n### Kinnan and creature engines\n\n[[Pyroclasm|DSK:413]] can buy an entire turn by clearing mana creatures and small engines. Kinnan's activated ability puts permanents directly onto the battlefield, so Vexing Bauble does not stop it. Preserve [[Snap|SLD:412]], [[Chain of Vapor|ONS:73]], [[Untimely Malfunction|DSK:161]], or removal for Kinnan and the actual engine permanent.\n\n### Rograkh/Silas and other turbo decks\n\nDo not rely on the pod to police them. [[Mental Misstep|SLD:1179]], [[Flusterstorm|SOA:18]], [[Pact of Negation|MP2:16]], Mindbreak Trap, and commander-enabled free interaction are keep-defining. Later seats should mulligan toward an answer plus a credible rebuild.\n\n### Sisay, Magda, Tayam, and hatebears\n\nDrannith Magistrate is the highest-priority removal target. Rule of Law effects should usually be removed on the previous end step so the deck can untap and commit. [[Pyroclasm|DSK:413]], [[Gut Shot|NPH:86]], [[Lava Dart|SLD:2042]], [[Shatterskull Smashing|ZNR:354]], Snap, Chain of Vapor, and Untimely Malfunction are functional combo pieces in these pods.\n\n### Graveyard hate\n\nPivot instead of fighting every hate permanent. Ral -8, Mind's Desire, Bonus Round/Reiterate, and natural storm can win without Breach.\n\n## Pre-Event Tuning Pool\n\nCommander has no normal sideboard. These ten cards belong in Moxfield's **Considering** section with a `#Pre-Event` tag. Select the appropriate cards before submitting the tournament decklist.\n\n| Card | Purpose |\n|---|---|\n| [[Abrade|SLD:1425]] | Flexible answer to hatebears and artifacts; Ral reduces it to one red mana. |\n| [[Daze|MP2:12]] | Additional free interaction in fast pods; preserve a fetchable Island land type. |\n| [[Defense Grid|MPS:34]] | Forces through an on-turn win against counterspell-heavy pods. It also taxes your interaction on opposing turns. |\n| [[Dress Down|PMH2:39s]] | Stops creature-based engines and Thoracle if resolved before the creature enters. It does not stop a trigger already on the stack and temporarily removes Ral's discount. |\n| [[Flow State|SOS:49]] | Grindy selection that commonly costs one blue and takes the best two of three cards. |\n| [[Force of Will|SOA:19]] | Extra free stack coverage when the expected speed justifies the blue pitch and card disadvantage. |\n| [[Into the Flood Maw|BLB:52]] | One-mana answer to Rule of Law and nearly any opposing nonland permanent when the Gift is promised. |\n| [[Lightning Bolt|SLP:37]] | Efficient removal for small commanders, mana creatures, and hatebears. |\n| [[Strix Serenade|MH3:327]] | One-mana coverage for creature, artifact, and planeswalker spells. |\n| [[Tormod's Crypt|TSB:115]] | Zero-mana graveyard interaction that can be cleared before your own Breach turn. |\n\n### Fast turbo or spell-combo room\n\n```text\nIN: Daze, Force of Will, Strix Serenade\nOUT: Rhystic Study, Finale of Promise, Wheel of Misfortune\n```\n\nThis lowers the average interaction cost and reduces cards that require the game to slow down.\n\n### Blue midrange or control room\n\n```text\nIN: Defense Grid, Flow State, Daze\nOUT: Tavern Scoundrel, Wheel of Misfortune, Pyroclasm\n```\n\nIf the blue decks contain many mana creatures, Tymna, or other small engines, retain Pyroclasm and cut Finale of Promise instead.\n\n### Creature-combo or hatebear room\n\n```text\nIN: Lightning Bolt, Abrade, Dress Down, Into the Flood Maw\nOUT: Overmaster, Wheel of Misfortune, Finale of Promise, Tavern Scoundrel\n```\n\nThis package gives up some recursive ceiling for the ability to play through resolved permanents.\n\n### Breach or reanimator-heavy room\n\n```text\nIN: Tormod's Crypt\nOUT: Wheel of Misfortune\n```\n\nWheel of Misfortune is the first cut because it can stock opposing graveyards and refresh the hands of decks you are trying to constrain.\n\n### Artifact or Rule-of-Law stax room\n\n```text\nIN: Abrade, Into the Flood Maw, Strix Serenade\nOUT: Wheel of Misfortune, Finale of Promise, Tavern Scoundrel\n```\n\nDo not automatically install all ten tuning cards. Replacing too many instants and sorceries with artifacts or enchantments dilutes Ral's core engine. Most events should produce one to four changes.\n\n## Sticker package\n\nConstructed play requires at least ten unique sticker sheets, with three chosen randomly before each game. This set maximizes the best unique-vowel name available to [[_____ Goblin|UNF:393]]:\n\n| # | Sheet | Preferred word | Mana |\n|---:|---|---|---:|\n| 01 | Eldrazi Guacamole Tightrope | Guacamole | 4 |\n| 05 | Misunderstood Trapeze Elf | Misunderstood | 4 |\n| 12 | Narrow-Minded Baloney Fireworks | Narrow-Minded or Baloney | 4 |\n| 13 | Unsanctioned Ancient Juggler | Unsanctioned | 5 |\n| 18 | Phyrexian Midway Bamboozle | Phyrexian | 4 |\n| 21 | Demonic Tourist Laser | Demonic or Tourist | 3 |\n| 23 | Ancestral Hot Dog Minotaur | Minotaur | 4 |\n| 30 | Playable Delusionary Hydra | Delusionary | 6 |\n| 36 | Unassuming Gelatinous Serpent | Gelatinous | 5 |\n| 45 | Unglued Pea-Brained Dinosaur | Dinosaur | 4 |\n\nWith three uniformly random sheets, the first Goblin produces six red 30% of the time, five red 40.83% of the time, and four red 29.17% of the time—approximately **5.01 red mana on average**.\n\nCarry the ten sheets separately from the deck, reveal the chosen three, and use a clear paper or card marker rather than putting adhesive on a sleeve. Confirm the event's physical representation and registration procedure with the head judge.\n\n## Tournament execution\n\nUse separate visible trackers for:\n\n- Total storm count.\n- Instants and sorceries cast this turn for Ral's loyalty.\n- Floating mana by color.\n- Whether Ral has declined or accepted a successful transform flip.\n\nBefore every free-cast line, ask: **Is Vexing Bauble still in play?**\n\nRehearse the Bonus Round/Reiterate stack until it can be demonstrated without backtracking. Know the eligible cards in the graveyard before casting Storm of Memories. Practice opening hands by seat rather than goldfishing exclusively from seat one.\n"}]}
Commander
Ral, Monsoon Mage
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Wizard


Commander
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Copy
Copy
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Counters
Counters
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Draw
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Witch's Mark
You may discard a card. If you do, draw two cards.
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Sorcery

Draw
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Instant
Instant
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
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Protection
Protection
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Ramp
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Ramp
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Recursion
Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Sorcery

Storm of Memories
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Exile an instant or sorcery card with mana value 3 or less from your graveyard at random. You may cast it without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Exile an instant or sorcery card with mana value 3 or less from your graveyard at random. You may cast it without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Sorcery

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Removal
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Tutor
Tutor
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Stickers
Stickers
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"## Deck identity\n\n[[Ral, Monsoon Mage|MH3:471]] is a proactive Izzet storm commander with three jobs:\n\n1. Reduce the generic cost of every instant and sorcery.\n2. Turn cheap velocity and rituals into a credible commander-based win.\n3. Force opponents to interact before slower value engines take over.\n\nThis is not an Izzet control deck. The default plan is to resolve Ral on turn one or two, convert one- and two-mana spells into a dense chain, and end the game through one of several overlapping storm routes. [[Mystic Remora|SLD:406]] and [[Rhystic Study|WOT:71]] are bridges when the table does not permit an immediate attempt; they are not the deck's primary identity.\n\nThe blind-field build emphasizes broad interaction and resiliency. It uses [[Swan Song|SLD:1591]] over [[Tibalt's Trickery|KHM:360]] for predictable one-mana protection and [[Mindbreak Trap|MB2:168]] over [[Solve the Equation|SLD:2570]] for additional zero-mana stack coverage against fast tables and uncounterable spells.\n\n## Why play Ral?\n\n### Strengths\n\n- A two-mana commander that immediately discounts most of the deck.\n- Multiple win routes that do not all lose to the same hate piece.\n- Excellent use of red rituals, wheels, impulse draw, and graveyard recursion.\n- Can win without attacking and without resolving a traditional two-card creature combo.\n- [[Hexing Squelcher|ECL:317]], [[Vexing Bauble|MH3:212]], [[Overmaster|DMR:327]], [[Pyroblast|SS3:5]], and [[Red Elemental Blast|A25:147]] create unusually strong protected windows for an Izzet deck.\n- Rewards technical repetition, accurate sequencing, and knowledge of the stack.\n\n### Weaknesses\n\n- Highly dependent on resolving and retaining Ral during setup.\n- Rule of Law effects attack the deck's fundamental action economy.\n- [[Drannith Magistrate|IKO:314]] blocks escape, flashback, impulse-exiled cards, Ral's ultimate, and [[Mind's Desire|STA:17]] hits.\n- Later seats face more developed boards and more independently live counterspells.\n- Coin flips make the commander win nondeterministic.\n- Long storm turns demand disciplined tracking under a tournament clock.\n\n## Strategic posture\n\n### Early game\n\nThe preferred opening develops Ral by turn two while preserving enough material to create a meaningful follow-up. A turn-one Ral is powerful, but it is not automatically correct if doing so spends every card and leaves no velocity.\n\nPrioritize:\n\n1. Red mana and a credible Ral cast.\n2. A bridge or engine: [[Mystic Remora|SLD:406]], [[Rhystic Study|WOT:71]], [[Birgi, God of Storytelling|KHM:311]], [[Electro, Assaulting Battery|SPM:260]], [[Storm-Kiln Artist|CMM:644]], a wheel, or multiple velocity spells.\n3. Protection appropriate to the pod.\n4. A path toward Breach, a large storm payoff, or six instant/sorcery casts.\n\n### Midgame\n\nRal's discount turns many two-mana velocity spells into one-mana draw or selection. Use that efficiency to develop a mana-positive chain rather than firing every spell merely to increase storm count. The important resources are cards in hand, red mana, graveyard volume, spells cast this turn, and the number of live opposing interaction windows.\n\nWhen a clean win is unavailable, use a wheel or value engine to reload. Avoid transforming Ral early merely because a coin flip succeeds. The planeswalker side no longer gives the continuous creature-side discount unless you use its +1, and an early planeswalker is usually easier for the table to attack.\n\n### Winning turn\n\nBefore committing, identify:\n\n- Which route is actually live.\n- Whether [[Vexing Bauble|MH3:212]] must be sacrificed.\n- Which opponent is most likely to interact.\n- Whether removal must clear [[Drannith Magistrate|IKO:314]], Rule of Law, graveyard hate, or a protected value engine.\n- Whether the line wins now or merely generates value.\n\nDo not expose the payoff first if cheap spells can draw out interaction or improve Ral's eventual loyalty count.\n\n## Primary win lines\n\n### 1. Ral transform into an immediate -8\n\n[[Ral, Leyline Prodigy|MH3:471]] enters with its printed two loyalty plus one counter for every instant and sorcery cast that turn. Six such spells therefore let Ral enter with eight loyalty and immediately use the ultimate once the stack is empty.\n\nDecline successful transform flips before the sixth instant or sorcery unless the planeswalker side is specifically needed for removal or value. Beginning with spell six, the chance of winning at least one flip is:\n\n| Point in chain | Chance to have won a transform flip |\n|---|---:|\n| Spell six | 50% |\n| By spell seven | 75% |\n| By spell eight | 87.5% |\n\nThe -8 exiles eight cards and permits the instant and sorcery spells among them to be cast for free that turn. It is a high-ceiling bridge, not a guaranteed kill.\n\nBefore activating:\n\n1. Sacrifice [[Vexing Bauble|MH3:212]].\n2. Record floating mana and spells cast this turn.\n3. Preserve colored mana for any permanents found among the eight; only instants and sorceries are free.\n4. Know whether a wheel, recursion spell, or storm payoff continues the chain if the first eight do not finish.\n\n### 2. Underworld Breach\n\nCore pieces:\n\n- [[Underworld Breach|SLD:2045]]\n- [[Lion's Eye Diamond|MIR:307]]\n- [[Brain Freeze|SLD:410]]\n- Enough graveyard material to begin escaping\n\nBasic sequence:\n\n1. Resolve Breach.\n2. Sacrifice [[Vexing Bauble|MH3:212]] if it is present.\n3. Escape LED and sacrifice it for blue mana.\n4. Escape Brain Freeze targeting yourself.\n5. Repeat LED and Brain Freeze as the rising storm count supplies enough cards for escape.\n6. Finish with [[Grapeshot|STA:39]] or a lethal Brain Freeze distributed across opponents.\n\n[[Gamble|J20:6]], [[Mystical Tutor|SLD:334]], [[Quiet Speculation|EMA:68]], [[Flashback|SOS:333]], [[Past in Flames|SS3:4]], [[Finale of Promise|PWAR:127s]], and the wheel package provide multiple ways to find, bin, or recover pieces.\n\n### 3. Bonus Round, Reiterate, and Seething Song\n\nRequired:\n\n- [[Bonus Round|BBD:56]] resolved\n- [[Seething Song|9ED:216★]]\n- [[Reiterate|TSP:175]]\n- Ral's cost reduction\n\nSequence:\n\n1. Cast Seething Song.\n2. Allow the Bonus Round copy of Seething Song to resolve while the original remains on the stack.\n3. Cast Reiterate with buyback targeting the original Song. With Ral's reduction, Reiterate plus buyback costs five mana.\n4. Bonus Round copies Reiterate. Both Reiterates copy Seething Song, and the cast Reiterate returns to hand.\n5. Repeat for unbounded red mana and storm.\n6. Finish with Grapeshot or Brain Freeze.\n\nBonus Round is symmetrical. Begin this line only when [[Hexing Squelcher|ECL:317]], [[Vexing Bauble|MH3:212]], [[Overmaster|DMR:327]], or sufficient stack interaction controls the exchange.\n\n### 4. Mind's Desire and Storm of Memories\n\n[[Mind's Desire|STA:17]] turns accumulated spell count into a graveyard-independent chain. Remove Vexing Bauble first because the exiled cards are cast without paying their mana costs.\n\n[[Storm of Memories|TLE:199]] is strongest when the graveyard contains rituals, velocity, tutors, [[Bonus Round|BBD:56]], or [[Reiterate|TSP:175]]. Its targets are selected randomly, so graveyard composition matters. Exile or spend low-impact cards before casting it when practical.\n\n### 5. Conventional storm finish\n\nNot every game requires a loop. [[Birgi, God of Storytelling|KHM:311]], [[Storm-Kiln Artist|CMM:644]], [[Treasonous Ogre|CNS:36]], rituals, wheels, and Ral's reduction can produce enough natural spell count for a lethal [[Grapeshot|STA:39]] or [[Brain Freeze|SLD:410]]. Always count the non-loop line before exposing a compact combo to interaction.\n\n## Engines and role compression\n\n### Mana engines\n\n- [[Birgi, God of Storytelling|KHM:311]] and [[Storm-Kiln Artist|CMM:644]] make long chains mana-positive.\n- [[Electro, Assaulting Battery|SPM:260]] and [[_____ Goblin|UNF:393]] provide explosive bursts.\n- [[Treasonous Ogre|CNS:36]] converts the life total into a combo resource.\n- [[Storm's Will|SLD:1744]] (the interchangeable-name printing of Jeska's Will), [[Seething Song|9ED:216★]], [[Desperate Ritual|SLD:1984]], [[Pyretic Ritual|SLD:1064]], and [[Rite of Flame|SS3:7]] bridge setup into payoff mana.\n\n### Velocity\n\nRal reduces many nominal two-mana spells to one mana. [[Vision of Love|MSH:158]], [[Highway Robbery|OTJ:129]], [[Witch's Mark|WOE:158]], [[Reckless Impulse|VOW:174]], [[Wrenn's Resolve|MOM:173]], and [[Rob the Archives|SNC:122]] are therefore closer to storm cantrips than conventional card-advantage spells.\n\n### Recursion\n\n[[Underworld Breach|SLD:2045]] is the cleanest graveyard engine, but [[Past in Flames|SS3:4]], [[Finale of Promise|PWAR:127s]], [[Will of the Jeskai|TDC:80]], [[Invoke Calamity|NEO:384]], and [[Storm of Memories|TLE:199]] prevent a single graveyard line from carrying the entire deck.\n\n## Protection and interaction\n\n### Vexing Bauble warning\n\n[[Vexing Bauble|MH3:212]] is both a shield and a trap. It counters any spell cast without spending mana, including your own:\n\n- Ral -8 casts\n- [[Mind's Desire|STA:17]] hits\n- Zero-mana [[Lion's Eye Diamond|MIR:307]] casts during a Breach loop\n- Free [[Mindbreak Trap|MB2:168]], [[Fierce Guardianship|CMM:694]], and [[Deflecting Swat|SLD:1552]]\n- [[Pact of Negation|MP2:16]]\n- Life-only [[Mental Misstep|SLD:1179]] or [[Gitaxian Probe|SLD:2067]]\n- Zero-mana artifacts cast after Bauble resolves\n\nSacrifice Bauble before the free-cast portion of a winning line. If [[Hexing Squelcher|ECL:317]] is on the battlefield, Bauble cannot successfully counter your spells, but relying on that interaction exposes the line to creature removal.\n\n### Interaction discipline\n\nUse [[Pyroblast|SS3:5]] and [[Red Elemental Blast|A25:147]] to protect winning exchanges or stop game-winning engines, not to trade for incidental value. [[Mindbreak Trap|MB2:168]] is particularly valuable against multi-spell turns and against spells that cannot be countered because it exiles rather than counters. Remember that an active Vexing Bauble stops a freely cast Mindbreak Trap.\n\n## Mulligan guide\n\nA baseline keep needs:\n\n1. Ral by turn two, preferably with stable red mana.\n2. A bridge, engine, wheel, or multiple velocity spells.\n3. Protection or enough speed to justify lacking it.\n\n### Seat one\n\nBias toward speed. A turn-one or turn-two Ral followed by rituals and three pieces of velocity can be stronger than a slower interactive seven.\n\n### Seats two and three\n\nJudge the commanders before keeping. Against turbo commanders, require free interaction or a genuinely faster attempt. [[Gemstone Caverns|EOS:151]] is premium.\n\n### Seat four\n\nFavor [[Mystic Remora|SLD:406]], [[Rhystic Study|WOT:71]], free interaction, or a wheel that rebuilds after the first exchange. Avoid unprotected goldfish hands that assume three opponents will do nothing.\n\n### Common mulligan mistakes\n\n- Keeping mana with no velocity or payoff.\n- Keeping recursion without useful graveyard setup.\n- Keeping reactive hands that cannot cast Ral by turn two.\n- Treating every fast Ral hand as a functional storm hand.\n- Keeping hands overloaded on four- and five-mana payoffs.\n\n## Matchup posture\n\n### Blue midrange and Kraum/Tymna shells\n\nBe the proactive deck. Establish Ral before their engines generate several turn cycles of cards. [[Hexing Squelcher|ECL:317]], Vexing Bauble, Overmaster, Pyroblast, and Red Elemental Blast should create one protected winning window. Account for Kraum drawing during the combo turn.\n\n### Kinnan and creature engines\n\n[[Pyroclasm|DSK:413]] can buy an entire turn by clearing mana creatures and small engines. Kinnan's activated ability puts permanents directly onto the battlefield, so Vexing Bauble does not stop it. Preserve [[Snap|SLD:412]], [[Chain of Vapor|ONS:73]], [[Untimely Malfunction|DSK:161]], or removal for Kinnan and the actual engine permanent.\n\n### Rograkh/Silas and other turbo decks\n\nDo not rely on the pod to police them. [[Mental Misstep|SLD:1179]], [[Flusterstorm|SOA:18]], [[Pact of Negation|MP2:16]], Mindbreak Trap, and commander-enabled free interaction are keep-defining. Later seats should mulligan toward an answer plus a credible rebuild.\n\n### Sisay, Magda, Tayam, and hatebears\n\nDrannith Magistrate is the highest-priority removal target. Rule of Law effects should usually be removed on the previous end step so the deck can untap and commit. [[Pyroclasm|DSK:413]], [[Gut Shot|NPH:86]], [[Lava Dart|SLD:2042]], [[Shatterskull Smashing|ZNR:354]], Snap, Chain of Vapor, and Untimely Malfunction are functional combo pieces in these pods.\n\n### Graveyard hate\n\nPivot instead of fighting every hate permanent. Ral -8, Mind's Desire, Bonus Round/Reiterate, and natural storm can win without Breach.\n\n## Pre-Event Tuning Pool\n\nCommander has no normal sideboard. These ten cards belong in Moxfield's **Considering** section with a `#Pre-Event` tag. Select the appropriate cards before submitting the tournament decklist.\n\n| Card | Purpose |\n|---|---|\n| [[Abrade|SLD:1425]] | Flexible answer to hatebears and artifacts; Ral reduces it to one red mana. |\n| [[Daze|MP2:12]] | Additional free interaction in fast pods; preserve a fetchable Island land type. |\n| [[Defense Grid|MPS:34]] | Forces through an on-turn win against counterspell-heavy pods. It also taxes your interaction on opposing turns. |\n| [[Dress Down|PMH2:39s]] | Stops creature-based engines and Thoracle if resolved before the creature enters. It does not stop a trigger already on the stack and temporarily removes Ral's discount. |\n| [[Flow State|SOS:49]] | Grindy selection that commonly costs one blue and takes the best two of three cards. |\n| [[Force of Will|SOA:19]] | Extra free stack coverage when the expected speed justifies the blue pitch and card disadvantage. |\n| [[Into the Flood Maw|BLB:52]] | One-mana answer to Rule of Law and nearly any opposing nonland permanent when the Gift is promised. |\n| [[Lightning Bolt|SLP:37]] | Efficient removal for small commanders, mana creatures, and hatebears. |\n| [[Strix Serenade|MH3:327]] | One-mana coverage for creature, artifact, and planeswalker spells. |\n| [[Tormod's Crypt|TSB:115]] | Zero-mana graveyard interaction that can be cleared before your own Breach turn. |\n\n### Fast turbo or spell-combo room\n\n```text\nIN: Daze, Force of Will, Strix Serenade\nOUT: Rhystic Study, Finale of Promise, Wheel of Misfortune\n```\n\nThis lowers the average interaction cost and reduces cards that require the game to slow down.\n\n### Blue midrange or control room\n\n```text\nIN: Defense Grid, Flow State, Daze\nOUT: Tavern Scoundrel, Wheel of Misfortune, Pyroclasm\n```\n\nIf the blue decks contain many mana creatures, Tymna, or other small engines, retain Pyroclasm and cut Finale of Promise instead.\n\n### Creature-combo or hatebear room\n\n```text\nIN: Lightning Bolt, Abrade, Dress Down, Into the Flood Maw\nOUT: Overmaster, Wheel of Misfortune, Finale of Promise, Tavern Scoundrel\n```\n\nThis package gives up some recursive ceiling for the ability to play through resolved permanents.\n\n### Breach or reanimator-heavy room\n\n```text\nIN: Tormod's Crypt\nOUT: Wheel of Misfortune\n```\n\nWheel of Misfortune is the first cut because it can stock opposing graveyards and refresh the hands of decks you are trying to constrain.\n\n### Artifact or Rule-of-Law stax room\n\n```text\nIN: Abrade, Into the Flood Maw, Strix Serenade\nOUT: Wheel of Misfortune, Finale of Promise, Tavern Scoundrel\n```\n\nDo not automatically install all ten tuning cards. Replacing too many instants and sorceries with artifacts or enchantments dilutes Ral's core engine. Most events should produce one to four changes.\n\n## Sticker package\n\nConstructed play requires at least ten unique sticker sheets, with three chosen randomly before each game. This set maximizes the best unique-vowel name available to [[_____ Goblin|UNF:393]]:\n\n| # | Sheet | Preferred word | Mana |\n|---:|---|---|---:|\n| 01 | Eldrazi Guacamole Tightrope | Guacamole | 4 |\n| 05 | Misunderstood Trapeze Elf | Misunderstood | 4 |\n| 12 | Narrow-Minded Baloney Fireworks | Narrow-Minded or Baloney | 4 |\n| 13 | Unsanctioned Ancient Juggler | Unsanctioned | 5 |\n| 18 | Phyrexian Midway Bamboozle | Phyrexian | 4 |\n| 21 | Demonic Tourist Laser | Demonic or Tourist | 3 |\n| 23 | Ancestral Hot Dog Minotaur | Minotaur | 4 |\n| 30 | Playable Delusionary Hydra | Delusionary | 6 |\n| 36 | Unassuming Gelatinous Serpent | Gelatinous | 5 |\n| 45 | Unglued Pea-Brained Dinosaur | Dinosaur | 4 |\n\nWith three uniformly random sheets, the first Goblin produces six red 30% of the time, five red 40.83% of the time, and four red 29.17% of the time—approximately **5.01 red mana on average**.\n\nCarry the ten sheets separately from the deck, reveal the chosen three, and use a clear paper or card marker rather than putting adhesive on a sleeve. Confirm the event's physical representation and registration procedure with the head judge.\n\n## Tournament execution\n\nUse separate visible trackers for:\n\n- Total storm count.\n- Instants and sorceries cast this turn for Ral's loyalty.\n- Floating mana by color.\n- Whether Ral has declined or accepted a successful transform flip.\n\nBefore every free-cast line, ask: **Is Vexing Bauble still in play?**\n\nRehearse the Bonus Round/Reiterate stack until it can be demonstrated without backtracking. Know the eligible cards in the graveyard before casting Storm of Memories. Practice opening hands by seat rather than goldfishing exclusively from seat one.\n"}]}






































































































