demonicattorney
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Commander
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{"ops":[{"insert":"Warpspeed\n\nWhy I wanted warp\n\nTannuk gives the rest of my creatures haste and gives every artifact card and red creature card in hand warp for {2}{R}. That means the deck can borrow an expensive permanent for one turn, collect its enter-the-battlefield or attack trigger immediately, let it move to exile at the end step, and cast it normally later. The result is mono-red big-mana with a payment plan: use the frightening card now for three mana, keep the frightening card for later, and make the table answer two different tempos.\n\nThe deck is at its best when warp is used for material rather than spectacle. A three-mana Portal to Phyrexia or Meteor Golem changes the board even though it leaves. A warped Etali, Inferno Titan, Drakuseth, Combustible Gearhulk, Ancient Copper Dragon, Goldspan Dragon, or Overlord creates immediate cards, damage, or mana. Tannuk’s haste means the creature is not merely visiting for flavor text.\n\nMono-red has never been famous for patience, and warp turns that into a financing model. I get the entrance, the attack, and the absurd trigger now; future me can worry about paying retail. Better still, the card is not simply sacrificed after the stunt. It waits in exile as a promise that the table may have to solve the same problem again. That rhythm—borrow the future, survive the bill, then cast the thing honestly—is what makes the deck more fun than ordinary red ramp.\n\nBefore the countdown\n\nI want three lands, early acceleration, and one card that is meaningfully better when warped. Sol Ring, Arcane Signet, Mind Stone, Ruby Medallion, Hazoret’s Monument, Cloud Key, Sceptre of Eternal Glory, and Extraplanar Lens build toward the later normal cast. Collector’s Vault, Treasure Map, Valakut Awakening, Inspired Tinkering, and Planetarium of Wan Shi Tong keep a hand of expensive artifacts and creatures from congealing.\n\nTannuk costs four and is the difference between the deck being clever and being a pile of seven-drops. Lightning Greaves and Mithril Coat are valuable even when they cost a turn because replaying Tannuk repeatedly destroys the deck’s timing.\n\nGetting paid twice\n\nWarped cards are exiled at the beginning of the next end step and may then be cast from exile on a later turn. They are not gone; they have become the top end of a future turn. The ideal target therefore does something immediately and remains worth casting again. Enter triggers, attack triggers, and activated abilities available through haste are the premium.\n\nConjurer’s Closet can blink a warped permanent before the delayed exile matters; the returned permanent is a new object and stays. Sundial of the Infinite can end the turn with the warp exile trigger on the stack, causing that one-shot trigger to disappear and leaving the permanent on the battlefield. Those are strong value lines, not an infinite loop. Molten Duplication, Cursed Mirror, Kiki-Jiki, and Ilharg create additional temporary or surprise bodies, while Alena converts their power into the mana for the second half of the turn.\n\nNeheb, Ancient Copper Dragon, Goldspan Dragon, Cavern-Hoard Dragon, Mana Geyser, Geosurge, and The Fire Crystal bridge the gap between three-mana warp turns and actually casting the exiled pile. Memory Jar and Wheel of Fortune are best timed when Tannuk is already present: a fresh hand may contain several cards that can be deployed immediately for {2}{R}.\n\nThe best warp choices tell a small story twice. Portal to Phyrexia first arrives as emergency removal and later returns as an engine. Etali gets one reckless attack before becoming a permanent problem. A Gearhulk leaves behind cards and damage, then waits to do it again. I would rather extract two distinct, useful turns from one great card than warp the largest object available simply because the discount looks funny.\n\nWhen the borrowed future arrives\n\nThe deck wins through compressed damage. Drakuseth, Terror of the Peaks, Twinflame Tyrant, Inferno Titan, Overlord of the Boilerbilges, and Tri-Sentinel turn each temporary creature into more than combat damage. Karlach makes the hasty board attack twice. The Ten Rings and Doc Ock’s Tentacles reward the large threats that are already entering, and Portal to Phyrexia can turn a warp turn into a permanent advantage even before it is recast.\n\nThe correct final turn often involves fewer cards than it appears: warp the creature with the best immediate trigger, make mana through combat, then cast a second threat or use Karlach/Twinflame Tyrant to multiply the damage. The deck does not need to empty exile merely because those cards remain available.\n\nThis is where the title earns itself. The table has spent several turns treating each warped monster as temporary, and then the treasure, Neheb mana, or doubled damage compresses the remaining threats into one turn. The deck should feel fast at the end, not rushed throughout: setup, one or two impossible previews, then the whole future arriving at once.\n\nBefore I borrow the future\n\nCommander removal is the cleanest disruption. Without Tannuk, the curve is honest and the haste disappears. Countering the warped spell is also painful because the card never reaches the delayed-exile stage. Artifact hate attacks both the ramp and many of the payoffs. The One Ring can buy the turn needed to rebuild, but it should not become an excuse to postpone winning.\n\nJeska’s Will and The One Ring are the two Game Changers. Strip Mine is emergency utility, not a land-denial plan. The deck has no infinite or extra-turn loop. It is a high-variance Bracket 3 deck whose explosive turns are visible, answerable, and usually preceded by Tannuk showing everyone exactly which enormous artifact is about to ignore its mana cost.\n\n"}]}
Commander
Tannuk, Steadfast Second
Other creatures you control have haste.
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact cards and red creature cards in your hand have warp . (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Kavu Pilot

Commander
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Card Advantage
Card Advantage
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Engine and Synergy
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

N'Yami-Class Mother Ship
Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Artifact - Vehicle

Overlord of the Boilerbilges
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Creature Enchantment - Avatar Horror

Treasure Map
, : Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Artifact


Tri-Sentinel, Act of Vengeance
Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
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.)
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
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.)
Legendary Creature Artifact - Villain Robot

Engine and Synergy
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Interaction
Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Interaction
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Lands
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Lands
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Payoffs and Finishers
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Payoffs and Finishers
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Protection
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Protection
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Ramp and Cost Reduction
Ramp and Cost Reduction
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Utility
Utility
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Warpspeed\n\nWhy I wanted warp\n\nTannuk gives the rest of my creatures haste and gives every artifact card and red creature card in hand warp for {2}{R}. That means the deck can borrow an expensive permanent for one turn, collect its enter-the-battlefield or attack trigger immediately, let it move to exile at the end step, and cast it normally later. The result is mono-red big-mana with a payment plan: use the frightening card now for three mana, keep the frightening card for later, and make the table answer two different tempos.\n\nThe deck is at its best when warp is used for material rather than spectacle. A three-mana Portal to Phyrexia or Meteor Golem changes the board even though it leaves. A warped Etali, Inferno Titan, Drakuseth, Combustible Gearhulk, Ancient Copper Dragon, Goldspan Dragon, or Overlord creates immediate cards, damage, or mana. Tannuk’s haste means the creature is not merely visiting for flavor text.\n\nMono-red has never been famous for patience, and warp turns that into a financing model. I get the entrance, the attack, and the absurd trigger now; future me can worry about paying retail. Better still, the card is not simply sacrificed after the stunt. It waits in exile as a promise that the table may have to solve the same problem again. That rhythm—borrow the future, survive the bill, then cast the thing honestly—is what makes the deck more fun than ordinary red ramp.\n\nBefore the countdown\n\nI want three lands, early acceleration, and one card that is meaningfully better when warped. Sol Ring, Arcane Signet, Mind Stone, Ruby Medallion, Hazoret’s Monument, Cloud Key, Sceptre of Eternal Glory, and Extraplanar Lens build toward the later normal cast. Collector’s Vault, Treasure Map, Valakut Awakening, Inspired Tinkering, and Planetarium of Wan Shi Tong keep a hand of expensive artifacts and creatures from congealing.\n\nTannuk costs four and is the difference between the deck being clever and being a pile of seven-drops. Lightning Greaves and Mithril Coat are valuable even when they cost a turn because replaying Tannuk repeatedly destroys the deck’s timing.\n\nGetting paid twice\n\nWarped cards are exiled at the beginning of the next end step and may then be cast from exile on a later turn. They are not gone; they have become the top end of a future turn. The ideal target therefore does something immediately and remains worth casting again. Enter triggers, attack triggers, and activated abilities available through haste are the premium.\n\nConjurer’s Closet can blink a warped permanent before the delayed exile matters; the returned permanent is a new object and stays. Sundial of the Infinite can end the turn with the warp exile trigger on the stack, causing that one-shot trigger to disappear and leaving the permanent on the battlefield. Those are strong value lines, not an infinite loop. Molten Duplication, Cursed Mirror, Kiki-Jiki, and Ilharg create additional temporary or surprise bodies, while Alena converts their power into the mana for the second half of the turn.\n\nNeheb, Ancient Copper Dragon, Goldspan Dragon, Cavern-Hoard Dragon, Mana Geyser, Geosurge, and The Fire Crystal bridge the gap between three-mana warp turns and actually casting the exiled pile. Memory Jar and Wheel of Fortune are best timed when Tannuk is already present: a fresh hand may contain several cards that can be deployed immediately for {2}{R}.\n\nThe best warp choices tell a small story twice. Portal to Phyrexia first arrives as emergency removal and later returns as an engine. Etali gets one reckless attack before becoming a permanent problem. A Gearhulk leaves behind cards and damage, then waits to do it again. I would rather extract two distinct, useful turns from one great card than warp the largest object available simply because the discount looks funny.\n\nWhen the borrowed future arrives\n\nThe deck wins through compressed damage. Drakuseth, Terror of the Peaks, Twinflame Tyrant, Inferno Titan, Overlord of the Boilerbilges, and Tri-Sentinel turn each temporary creature into more than combat damage. Karlach makes the hasty board attack twice. The Ten Rings and Doc Ock’s Tentacles reward the large threats that are already entering, and Portal to Phyrexia can turn a warp turn into a permanent advantage even before it is recast.\n\nThe correct final turn often involves fewer cards than it appears: warp the creature with the best immediate trigger, make mana through combat, then cast a second threat or use Karlach/Twinflame Tyrant to multiply the damage. The deck does not need to empty exile merely because those cards remain available.\n\nThis is where the title earns itself. The table has spent several turns treating each warped monster as temporary, and then the treasure, Neheb mana, or doubled damage compresses the remaining threats into one turn. The deck should feel fast at the end, not rushed throughout: setup, one or two impossible previews, then the whole future arriving at once.\n\nBefore I borrow the future\n\nCommander removal is the cleanest disruption. Without Tannuk, the curve is honest and the haste disappears. Countering the warped spell is also painful because the card never reaches the delayed-exile stage. Artifact hate attacks both the ramp and many of the payoffs. The One Ring can buy the turn needed to rebuild, but it should not become an excuse to postpone winning.\n\nJeska’s Will and The One Ring are the two Game Changers. Strip Mine is emergency utility, not a land-denial plan. The deck has no infinite or extra-turn loop. It is a high-variance Bracket 3 deck whose explosive turns are visible, answerable, and usually preceded by Tannuk showing everyone exactly which enormous artifact is about to ignore its mana cost.\n\n"}]}





























































