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Commander
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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"}]}
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
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

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.
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

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.
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

Big Frog
(Ctrl to add secondary)
Draw
(Ctrl to add secondary)
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
Equip
Legendary Artifact - Equipment

It's a Green Player's World
(Ctrl to add secondary)
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.)
: 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

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.
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

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.
: 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

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.
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

Land
(Ctrl to add secondary)
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.
• 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

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

Ramp
(Ctrl to add secondary)
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.
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

Removal
(Ctrl to add secondary)
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

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.)
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

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
Equip
Artifact - Equipment

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.
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

Slippery Frog
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}































































