163 views40 days ago
Commander
Size: 100Salt sum: 51.02
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a200503807

163 views40 days ago
Commander
Size: 100Salt sum: 51.02

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{"ops":[{"insert":{"card-link":"Blor the Impervious"}},{"insert":" is the perfect voltron commander. Like the "},{"insert":{"card-link":"Slippery Bogle"}},{"insert":" decks of old that were built around creatures that were difficult to interact with, Blor's devastating combo of indestructible and hexproof allows you to invest heaps of resources into a creature without worrying that it might somehow be killed. \n\nBasically, there are only 3 ways to remove Blor in a bracket 2 game:\nThe most obvious method is to counterspell him before he hits the field. To get around this, the deck runs a few tech pieces that stop counterspells, like "},{"insert":{"card-link":"Frenzied Baloth"}},{"insert":", "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":", and "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The next most effective method is to use "},{"insert":{"card-link":"Cruel Edict"}},{"insert":"-style effects and force players to sacrifice creatures. This can be prevented through "},{"insert":{"card-link":"Tajuru Preserver"}},{"insert":" and "},{"insert":{"card-link":"Assault Suit"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finally, the only remaining option is toughness-based sweepers, like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":". While this isn't outright prevented by any cards in the deck, the hope is that Blor will be large enough eventually that any player willing to do this would have to use up all their life in the process. If you suspect a player is going to do this, hitting them hard enough is your best option, since players can't spend more life than they have. You should also be wary of black players with too many cards in hand for similar reasons."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSince we don't have to run much protection, the deck is focussed on buffing Blor in other ways. We have auras and equipment like "},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" and "},{"insert":{"card-link":"Level Up"}},{"insert":" that make Blor a massive problem for most players, and then we also have cards like "},{"insert":{"card-link":"Sword of Vengeance"}},{"insert":" and "},{"insert":{"card-link":"Gift of the Viper"}},{"insert":" to make Blor an evasive nightmare that nobody wants to block. There are even some defensive keywords like vigilance (remember, you can block creatures much bigger than Blor early-game thanks to his indestructibility) and reach (shoutout to "},{"insert":{"card-link":"Short Bow"}},{"insert":").\n\nOne of the biggest weaknesses of voltron decks (besides the vulnerability of putting all your eggs in one basket) is that you can't easily stop go-wide strategies. To solve this, we are running a few pillowfort effects, including "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":", "},{"insert":{"card-link":"Arachnogenesis"}},{"insert":", and "},{"insert":{"card-link":"Crawlspace"}},{"insert":". \n\nIdeally, you will want to start each game with a 1 cmc and a 3 cmc ramp spell in hand. There are hopefully enough of these in the deck to make this semi-reliable and cast Blor by turn 3. Once Blor is in play, enjoy beating players to death with increasingly big numbers. \n\nI would advise against bringing this deck into bracket 3 or above, as it gets absolutely hosed by mass exile or bouce effects, like "},{"insert":{"card-link":"Farewell"}},{"insert":" and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" . However, if you did want to, you should keep an eye on any white or blue players leaving up the appropriate amounts of mana and keep a "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" in hand to try and tutor out "},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" to phase out Blor and keep him alive.\n"}]}
Blor the Impervious
Trample, hexproof, indestructible
Legendary Creature - Warrior Frog
Blor the Impervious (mbc) 28

Commander

(Ctrl to add secondary)
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment
Assault Suit (40k) 230
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 (soa) 50
Bristly Bill, Spine Sower
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
: Double the number of +1/+1 counters on each creature you control.
Legendary Creature - Druid Plant
Bristly Bill, Spine Sower (sld) 2621
Court of Garenbrig
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
Enchantment
Court of Garenbrig (woc) 33
Eldrazi Conscription
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
Enchantment Kindred - Aura Eldrazi
Eldrazi Conscription (uma) 3
Excalibur, Sword of Eden
This spell costs
less to cast, where X is the total mana value of historic permanents you control. (Artifacts, legendaries, and Sagas are historic.)
Equipped creature gets +10/+0 and has vigilance.
Equip legendary creature
Legendary Artifact - Equipment
Excalibur, Sword of Eden (acr) 169
Hydra's Growth
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
Enchantment - Aura
Hydra's Growth (j22) 89
Inquisitor's Flail
If equipped creature would deal combat damage, it deals double that damage instead.
If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead.
Equip
Artifact - Equipment
Inquisitor's Flail (isd) 227
Level Up
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
Enchanted creature has "Whenever this creature attacks, double the number of +1/+1 counters on it. Then if it has power 10 or greater, draw a card."
Enchantment - Aura
Level Up (tmc) 31
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost
less to activate.
Aura spells you cast that target enchanted creature cost
less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
Enchantment - Aura
Strong Back (pip) 402
The Earth Crystal
Green spells you cast cost
less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
,
: Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact
The Earth Crystal (fin) 184
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
Wrecking Ball Arm
Equipped creature has base power and toughness 7/7 and can't be blocked by creatures with power 2 or less.
Equip legendary creature

Equip
Legendary Artifact - Equipment
Wrecking Ball Arm (fic) 128

Big Frog

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Buster Sword
Equipped creature gets +3/+2.
Whenever equipped creature deals combat damage to a player, draw a card, then you may cast a spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Artifact - Equipment
Buster Sword (fin) 351
High Score
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.
Enchantment
High Score (tmc) 29
Hunter's Insight
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Instant
Hunter's Insight (sld) 2676
Hunter's Prowess
Until end of turn, target creature gets +3/+3 and gains trample and "Whenever this creature deals combat damage to a player, draw that many cards."
Sorcery
Hunter's Prowess (e02) 33
Keen Sense
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Keen Sense (tsr) 213
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (cmm) 650
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Legendary Creature - Human Druid
Pia, Aether Ascetic (fra) 264
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 (eld) 373
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (sld) 2597
Season of Growth
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
Enchantment
Season of Growth (wot) 61
Swordsman's Steel
When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip
Artifact - Equipment
Swordsman's Steel (msc) 752
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (spg) 155
Zenith Chronicler
Whenever a player casts their first multicolored spell each turn, each other player draws a card.
Creature Artifact - Construct Phyrexian
Zenith Chronicler (one) 399

Draw

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Arachnogenesis
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Instant
Arachnogenesis (cmm) 647
Crawlspace
No more than two creatures can attack you each combat.
Artifact
Crawlspace (c13) 240
Frenzied Baloth
This spell can't be countered.
Trample, haste
Creature spells you control can't be countered.
Combat damage can't be prevented.
Creature - Beast
Frenzied Baloth (eoe) 342
Pariah's Shield
All damage that would be dealt to you is dealt to equipped creature instead.
Equip
Artifact - Equipment
Pariah's Shield (rvr) 264
Silent Arbiter
No more than one creature can attack each combat.
No more than one creature can block each combat.
Creature Artifact - Construct
Silent Arbiter (c20) 250
Tajuru Preserver
Spells and abilities your opponents control can't cause you to sacrifice permanents.
Creature - Elf Shaman
Tajuru Preserver (roe) 211
The Dominion Bracelet
Equipped creature gets +1/+1 and has "
, Exile The Dominion Bracelet: You control target opponent during their next turn. This ability costs
less to activate, where X is this creature's power. Activate only as a sorcery." (You see all cards that player could see and make all decisions for them.)
Equip
Legendary Artifact - Equipment
The Dominion Bracelet (eoe) 352

It's a Green Player's World

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Ba Sing Se
This land enters tapped unless you control a basic land.
: Add
.
,
: Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land
Ba Sing Se (tla) 388
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Bridgeworks Battle
Target creature you control gets +2/+2 until end of turn. It fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 410a
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Forest
(
: Add
.)
Basic Land - Forest
Forest (thb) 254
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add
.
,
, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land
Inventors' Fair (sld) 1735
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Mosswort Bridge (tdc) 379
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ppro) 2022-3
Roiling Canopy
This land enters tapped.
Whenever a Forest you control enters, if you control at least five other Forests, target creature you control gets +3/+3 until end of turn.
: Add
.
Land
Roiling Canopy (fra) 380
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (eos) 85
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (who) 320
Throne of the High City
: Add
.
,
, Sacrifice this land: You become the monarch.
Land
Throne of the High City (msc) 500
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (ltc) 407

Land

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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 408
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (sld) 1723
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (blc) 81
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (sld) 408
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 (m21) 317
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) 402
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) 614
Mark of Sakiko
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much
. Until end of turn, you don't lose this mana as steps and phases end."
Enchantment - Aura
Mark of Sakiko (bok) 135
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (acr) 124
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 (sld) 2693
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (sld) 7049

Ramp

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Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (ltc) 234
Fight for the Throne
Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch.
Instant
Fight for the Throne (msc) 379
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (otp) 73
Fraying Line
When this artifact enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay
. If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Artifact
Fraying Line (clb) 597
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (eld) 164
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (sld) 2297
Song of the Dryads
Enchant permanent
Enchanted permanent is a colorless Forest land.
Enchantment - Aura
Song of the Dryads (c14) 47
Spinning Wheel Kick
Target creature you control deals damage equal to its power to each of X target creatures and/or planeswalkers.
Sorcery
Spinning Wheel Kick (neo) 207

Removal

(Ctrl to add secondary)
Akroma's Memorial
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Legendary Artifact
Akroma's Memorial (spg) 81
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.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Genji Glove
Equipped creature has double strike.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip
Artifact - Equipment
Genji Glove (fin) 258
Gift of the Viper
Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.
Instant
Gift of the Viper (mh3) 156
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Lion Umbra (mh3) 160
Nazgûl Battle-Mace
Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.)
Equip
Artifact - Equipment
Nazgûl Battle-Mace (ltc) 510
Short Bow
Equipped creature gets +1/+1 and has reach and vigilance.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Short Bow (blb) 248
Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura
Super State (sld) 2081
Sword of Vengeance
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste.
Equip
Artifact - Equipment
Sword of Vengeance (c14) 276

Slippery Frog

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
59 pips - 43 cards
35 mana - 35 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":{"card-link":"Blor the Impervious"}},{"insert":" is the perfect voltron commander. Like the "},{"insert":{"card-link":"Slippery Bogle"}},{"insert":" decks of old that were built around creatures that were difficult to interact with, Blor's devastating combo of indestructible and hexproof allows you to invest heaps of resources into a creature without worrying that it might somehow be killed. \n\nBasically, there are only 3 ways to remove Blor in a bracket 2 game:\nThe most obvious method is to counterspell him before he hits the field. To get around this, the deck runs a few tech pieces that stop counterspells, like "},{"insert":{"card-link":"Frenzied Baloth"}},{"insert":", "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":", and "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The next most effective method is to use "},{"insert":{"card-link":"Cruel Edict"}},{"insert":"-style effects and force players to sacrifice creatures. This can be prevented through "},{"insert":{"card-link":"Tajuru Preserver"}},{"insert":" and "},{"insert":{"card-link":"Assault Suit"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finally, the only remaining option is toughness-based sweepers, like "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":". While this isn't outright prevented by any cards in the deck, the hope is that Blor will be large enough eventually that any player willing to do this would have to use up all their life in the process. If you suspect a player is going to do this, hitting them hard enough is your best option, since players can't spend more life than they have. You should also be wary of black players with too many cards in hand for similar reasons."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSince we don't have to run much protection, the deck is focussed on buffing Blor in other ways. We have auras and equipment like "},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":" and "},{"insert":{"card-link":"Level Up"}},{"insert":" that make Blor a massive problem for most players, and then we also have cards like "},{"insert":{"card-link":"Sword of Vengeance"}},{"insert":" and "},{"insert":{"card-link":"Gift of the Viper"}},{"insert":" to make Blor an evasive nightmare that nobody wants to block. There are even some defensive keywords like vigilance (remember, you can block creatures much bigger than Blor early-game thanks to his indestructibility) and reach (shoutout to "},{"insert":{"card-link":"Short Bow"}},{"insert":").\n\nOne of the biggest weaknesses of voltron decks (besides the vulnerability of putting all your eggs in one basket) is that you can't easily stop go-wide strategies. To solve this, we are running a few pillowfort effects, including "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":", "},{"insert":{"card-link":"Arachnogenesis"}},{"insert":", and "},{"insert":{"card-link":"Crawlspace"}},{"insert":". \n\nIdeally, you will want to start each game with a 1 cmc and a 3 cmc ramp spell in hand. There are hopefully enough of these in the deck to make this semi-reliable and cast Blor by turn 3. Once Blor is in play, enjoy beating players to death with increasingly big numbers. \n\nI would advise against bringing this deck into bracket 3 or above, as it gets absolutely hosed by mass exile or bouce effects, like "},{"insert":{"card-link":"Farewell"}},{"insert":" and "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" . However, if you did want to, you should keep an eye on any white or blue players leaving up the appropriate amounts of mana and keep a "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" in hand to try and tutor out "},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" to phase out Blor and keep him alive.\n"}]}
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