mokacafe
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Commander
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{"ops":[{"insert":"I would recommend seeing this deck via Category instead of Type\n\nChun Li's core gameplay in Street Fighter is strong neutral game, space control, and punishing opponent's mistakes. To translate that into Magic the Gathering, we are playing midrange spellslinger and treating Chun Li as a mid game piece where we can comfortably spam spells and create a much bigger board state.\n\nChun Li is deceptive. She is a 3 cmc commander, but she only gets any use when you multi-kick her. In my many games of playing Chun Li and having a few iterations of the deck, I found that playing her as a front line aggro commander was incredibly frustrating and often found myself playing against the deck. She performs much better when you have at least 3 to 4 spells exiled, so you'll be spending at least 6 or so mana to optimally play Chun Li.\n\nTo clarify how Chun Li works:\nWhen you declare Chun Li as an attacker, her ability triggers and makes copies of the exiled spells. You must cast those spells with mana, it is not free. You can only cast these spells while declaring Chun Li as an attacker. Once you move to declare other attackers, the copies fade away and you can no longer cast the multi-kicked spells until your next turn.\n\nThis deck is both flavorful and fun to play. What flavor did I add?\n\n**Marvel Super Heroes vs Street Fighter:**\nThis game was released in 1997. It's a tag team game where you can have two characters on your team during matches. I added Black Bolt in the deck as Chun-Li's partner. He gets really big and he's got evasion. Every time you cast a noncreature spell he get's +2/+2 until end of turn. If you've casted 3 spells, he'll be up +6/+6. He also has removal if someone blows him up, you can target a really big threat if he dies. I've added a few other Marvel characters in the deck too to fit this theme.\n\n**Chun Li's moves:**\nPsionic Blast: Kikoken\nAkroma's Will: Hoyokusen into air Kikosho\n\nThere are a ton more spells in here that could translate into Chun Li's moves in Street Fighter. \n\nSo how do we play this deck and how do we win?\n\n**Wincon:**\nHonestly the only wincon I have in this deck is just through pure combat. I didn't want to run combos because I wanted this deck to truly feel like Street Fighter by just beating the crap out of my opponents.\n\nAkroma's Will: This is the best wincon. If you have this exiled with Chun Li, you can use your tokens as attackers and you'll be gaining a ton of life.\n\nHelm Of The Host: Having multiple copies of Chun Li means you can have multiple copies of the same spell. (You need to swing those copies of Chun Li) This can and overwhelm your opponents especially if you have token generators. A lot of our spells are 1 to 2 mana cost spells so you'll have no issue spamming the kicked spells.\n\nThe Theorist, Jace Beleren: This Planeswalker was meant to be in this deck. It's card advantage, it creates you a token with its +1 loyalty and it has a game finisher with it's -6 loyalty. Pair this with Iron Man and you're gonna deal heavy lethal damage quick. With the amount of tokens this deck creates, using his ult and full swinging is going to win you games.\n\n**Early Game:**\nYou'll want defensive pieces. Cards like Propaganda, Ghostly Prison will prevent people from swinging at you early on. Noble Heritage is also a great defensive piece once you have Chun-Li out. It gives your commander +2/+2 counters when she enters and at every upkeep. Your opponents can choose to put those counters on their own creatures too, which means you can't be targeted or swung at until your next turn. Orzhov advokist also gives you the same effect but slightly nerfed. Stan Lee gives you and your opponent card draw, they can't swing at you until your next turn if they take the card draw.\n\nAlong with defensive pieces, you'll want your token generators. Imagine this: You have a couple token generators and Chun Li with at least 3 spells exiled. Once you've swung with Chun Li and casted the copied spells, you'll have 6 additional bodies.\n\nI always treat my tokens as blockers. The only time I will use my tokens as attackers is if I have Akroma's Will as previously mentioned or if I can guarantee myself a kill while also having additional bodies to block.\n\nWe have card draw pieces like Mister Fantastic, Mystic Remora and Vega the Watcher to keep our hands full and potentially dump more spells in our graveyard. (If you do, dump cards you'll want exiled with Chun Li) Don't be afraid to use Unsummon or the like on Chun Li to put more spells in the ring.\n\n**Mid to Late:**\nOnce you can generate 6 or so mana and with 3 or 4 spells in your graveyard, cast Chun Li. Rely on your blockers and if you have counterspells in hand, use them to prevent people from blowing her up. Mystic Remora will also give you card draw too. There is a chance your opponents will pay the 4, but that's super unlikely. Look for any sort of protection spells. Now it's time to start kicking. Read the board and see who you can swing at and deal damage until you win.\n\nI have a lot of fun playing this deck. It's my favorite that I've played and built, and I've won quite a lot of games with her. \n"}]}
Commander
Zethi, Arcane Blademaster
Multikicker
When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
Legendary Creature - Human Soldier

Commander
(CTRL to add secondary)
Draw
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

The Theorist, Jace Beleren
At the beginning of each opponent's draw step, you draw a card.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
+1: Create a 1/1 blue Illusion creature token.
−2: For each opponent, return up to one target artifact or creature that player controls to its owner's hand.
−6: Draw three cards. Then put X +1/+1 counters on each creature you control, where X is the number of cards in your hand.
Legendary Planeswalker - Jace

Draw
(CTRL to add secondary)
Kick Counters
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Kick Counters
(CTRL to add secondary)
Land
Avengers Tower
: Add .
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Land

Land
(CTRL to add secondary)
Lightning Kick!
Lightning Kick!
(CTRL to add secondary)
Marvel Super Heroes v Street Fighter
Black Bolt, Inhuman King
Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
Legendary Creature - Hero Noble Inhuman

Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Namor, Atlantean King
Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Legendary Creature - Merfolk Mutant Noble

Marvel Super Heroes v Street Fighter
(CTRL to add secondary)
Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Narset, Parter of Veils
Each opponent can't draw more than one card each turn.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−2: Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Planeswalker - Narset

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
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

Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment

Willie Lumpkin, Postman
Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn.
Legendary Creature - Human Citizen

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Tokens
Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I would recommend seeing this deck via Category instead of Type\n\nChun Li's core gameplay in Street Fighter is strong neutral game, space control, and punishing opponent's mistakes. To translate that into Magic the Gathering, we are playing midrange spellslinger and treating Chun Li as a mid game piece where we can comfortably spam spells and create a much bigger board state.\n\nChun Li is deceptive. She is a 3 cmc commander, but she only gets any use when you multi-kick her. In my many games of playing Chun Li and having a few iterations of the deck, I found that playing her as a front line aggro commander was incredibly frustrating and often found myself playing against the deck. She performs much better when you have at least 3 to 4 spells exiled, so you'll be spending at least 6 or so mana to optimally play Chun Li.\n\nTo clarify how Chun Li works:\nWhen you declare Chun Li as an attacker, her ability triggers and makes copies of the exiled spells. You must cast those spells with mana, it is not free. You can only cast these spells while declaring Chun Li as an attacker. Once you move to declare other attackers, the copies fade away and you can no longer cast the multi-kicked spells until your next turn.\n\nThis deck is both flavorful and fun to play. What flavor did I add?\n\n**Marvel Super Heroes vs Street Fighter:**\nThis game was released in 1997. It's a tag team game where you can have two characters on your team during matches. I added Black Bolt in the deck as Chun-Li's partner. He gets really big and he's got evasion. Every time you cast a noncreature spell he get's +2/+2 until end of turn. If you've casted 3 spells, he'll be up +6/+6. He also has removal if someone blows him up, you can target a really big threat if he dies. I've added a few other Marvel characters in the deck too to fit this theme.\n\n**Chun Li's moves:**\nPsionic Blast: Kikoken\nAkroma's Will: Hoyokusen into air Kikosho\n\nThere are a ton more spells in here that could translate into Chun Li's moves in Street Fighter. \n\nSo how do we play this deck and how do we win?\n\n**Wincon:**\nHonestly the only wincon I have in this deck is just through pure combat. I didn't want to run combos because I wanted this deck to truly feel like Street Fighter by just beating the crap out of my opponents.\n\nAkroma's Will: This is the best wincon. If you have this exiled with Chun Li, you can use your tokens as attackers and you'll be gaining a ton of life.\n\nHelm Of The Host: Having multiple copies of Chun Li means you can have multiple copies of the same spell. (You need to swing those copies of Chun Li) This can and overwhelm your opponents especially if you have token generators. A lot of our spells are 1 to 2 mana cost spells so you'll have no issue spamming the kicked spells.\n\nThe Theorist, Jace Beleren: This Planeswalker was meant to be in this deck. It's card advantage, it creates you a token with its +1 loyalty and it has a game finisher with it's -6 loyalty. Pair this with Iron Man and you're gonna deal heavy lethal damage quick. With the amount of tokens this deck creates, using his ult and full swinging is going to win you games.\n\n**Early Game:**\nYou'll want defensive pieces. Cards like Propaganda, Ghostly Prison will prevent people from swinging at you early on. Noble Heritage is also a great defensive piece once you have Chun-Li out. It gives your commander +2/+2 counters when she enters and at every upkeep. Your opponents can choose to put those counters on their own creatures too, which means you can't be targeted or swung at until your next turn. Orzhov advokist also gives you the same effect but slightly nerfed. Stan Lee gives you and your opponent card draw, they can't swing at you until your next turn if they take the card draw.\n\nAlong with defensive pieces, you'll want your token generators. Imagine this: You have a couple token generators and Chun Li with at least 3 spells exiled. Once you've swung with Chun Li and casted the copied spells, you'll have 6 additional bodies.\n\nI always treat my tokens as blockers. The only time I will use my tokens as attackers is if I have Akroma's Will as previously mentioned or if I can guarantee myself a kill while also having additional bodies to block.\n\nWe have card draw pieces like Mister Fantastic, Mystic Remora and Vega the Watcher to keep our hands full and potentially dump more spells in our graveyard. (If you do, dump cards you'll want exiled with Chun Li) Don't be afraid to use Unsummon or the like on Chun Li to put more spells in the ring.\n\n**Mid to Late:**\nOnce you can generate 6 or so mana and with 3 or 4 spells in your graveyard, cast Chun Li. Rely on your blockers and if you have counterspells in hand, use them to prevent people from blowing her up. Mystic Remora will also give you card draw too. There is a chance your opponents will pay the 4, but that's super unlikely. Look for any sort of protection spells. Now it's time to start kicking. Read the board and see who you can swing at and deal damage until you win.\n\nI have a lot of fun playing this deck. It's my favorite that I've played and built, and I've won quite a lot of games with her. \n"}]}


































































