Gradels64
203 views40 hrs ago
Commander
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{"ops":[{"insert":"This deck is a work in progress!!\n\nBig ATLA fan so I wanted to keep as true to Iroh's spirit without sacrificing power. \nI have intentionally left game changers out of this list, but it's intended as a Bracket 3. Jeska's Will would go crazy in here.\nThe land base here is not balanced, nor does it have the best lands, just what I had laying around and is a problem. \nThis description is as much for my justification as it is for your understanding, pardon my rambling.\n\nThe main plan of the deck is to cast spells for free out of your graveyard with Iroh out to power some form of spellcasting payout in an explosive turn. This usually happens around turns 6-8. Ideally you are hiding under the radar until you are set up to win, then you do. \n\nTLDR: Phase One, set up and get spells in the graveyard. Phase Two, cast Iroh and go nuts. \n\nWorking in two phases you ideally want to:\nPhase 1 (Turns 1-5/6) -\nRamp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana rocks just slow the plan down so you want your ramp in the form of spells you can cast for free later "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This really effects the speed you can get to an explosive turn"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More ritual spells would be better"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Cast, or otherwise get your Instant and Sorcery spells in the graveyard"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I tried to add as many card positive discard effects to the draw spells to help with this"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Play cost reducers. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Any single one makes the Lessons in your graveyard free to cast on your turn with Iroh out too"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Might add a "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":", but I feel the deck is already a little creature heavy. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Doc Aurlock, Grizzled Genius"}},{"insert":" and "},{"insert":{"card-link":"Catalyst Stone"}},{"insert":" get the other Instants and Sorceries close to free."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Get a spellcasting benefit out"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Burn in "},{"insert":{"card-link":"Coruscation Mage"}},{"insert":" , "},{"insert":{"card-link":"Guttersnipe"}},{"insert":" early are good, "},{"insert":{"card-link":"Longshot, Rebel Bowman"}},{"insert":" on curve is best"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Draw in "},{"insert":{"card-link":"Archmage Emeritus"}},{"insert":" or better yet "},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Secrets of the Dead"}},{"insert":" comes online when casting from the grave with Iroh, and can keep your explosive turn(s) going"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Debating putting in a "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":" , but unsure if the copy benefit matters enough. (It probably does)"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" and"},{"insert":{"card-link":"Rite of the Dragoncaller"}},{"insert":" help and often wind up as back up plans if your graveyard is shut off"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Phase 2 (Turns 6-End) - \nIf you have 7+ lands, cast Iroh and go for it. \nBy this point in the game if you have a cost reducer, a draw engine, removal and other spells in your graveyard, and enough mana to cast Iroh you are in a good spot. \nIf you are behind, cast Iroh and hopefully you have some draw or ramp effects in the graveyard to catch up. Even if Iroh dies, keep him in the Command Zone until you're ready. \nWinning scenario in the turn 5-8 range looks like the \"good spot\" above, plus a storm payoff like "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":"'s emblem (either on or in-range) or "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" on the battlefield before Iroh.\n Storm off!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Having a reducer before casting Iroh is the minimum. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Having a draw on cast effect really can be make or break depending on what's in your graveyard. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This is the biggest difference between a big turn, and one that at least sets you up and opponents back so far that you just win next turn. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Start by casting Iroh and all the free spells from your yard you can to draw off those and find the big casting payoffs"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"A ritual like "},{"insert":{"card-link":"Manamorphose"}},{"insert":" or "},{"insert":{"card-link":"Seething Song"}},{"insert":" at the right time, or with any Storm count opens doors for the cards you're drawing"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Ideally you draw into spells you can cast from your hand for cheap, benefit with Burn or flying creature token, then cast them again for free from the graveyard and continue. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Game Ending Scenarios:"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"7 spells that "},{"insert":{"card-link":"Stormsplitter"}},{"insert":" sees is 128 hasty otters"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed "},{"insert":{"card-link":"Overwhelming Victory"}},{"insert":" = all or nothing swing out"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed "},{"insert":{"card-link":"Secret of Bloodbending"}},{"insert":" at the very least buys you a turn, could be game winning. Don't count on being able to pay the Waterbending cost."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed Removal of any kind to set your opponents back enough that you later win. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"\nWeak Points/Considerations\nFragile. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Graveyard hate is game ruining, later is worse but any time hurts."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Hope to beat the clock? "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"The reducers and draw engines are so vital that without them you can't really look at the Storm-style game ending."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The limited recursion can save your important pieces (storm helps)"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Look to burn and token gen if these are gone, but even those are weaker. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Weak to board wipes."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Again, relying on stormed recursion pull. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Flavor Vs. Power"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some of the Lessons aren't the best in here, like the Paradigm spells or maybe "},{"insert":{"card-link":"Mascot Exhibition"}},{"insert":". They are there to be discarded and played for free later. Sure splashy and fun, especially for free. These would be among the first to be cut should one decide to add clearly beneficial cards, of which there are plenty. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Adds for power/consistency to be high Bracket 3, maybe low 4"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More Ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Loot/Rummage spells"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Rituals"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Storm enablers"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Storm-Kiln leans into the cast copy aspect and fuels everything so really should be in the current list. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Game Changers"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"}]}
Commander
Iroh, Grand Lotus
Firebending 2
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback .
During your turn, each non-Lesson instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost. (You may cast a card from your graveyard for its flashback cost. Then exile it.)
During your turn, each Lesson card in your graveyard has flashback .
Legendary Creature - Human Ally Noble

Commander
(CTRL to add secondary)
Burn
Burn
(CTRL to add secondary)
Copy
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Storm, Force of Nature
Flying, vigilance
Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Legendary Creature - Mutant Hero

Copy
(CTRL to add secondary)
Counters
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Counters
(CTRL to add secondary)
Draw
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Draw
(CTRL to add secondary)
Finisher
Secret of Bloodbending
As an additional cost to cast this spell, you may waterbend .
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.)
Exile Secret of Bloodbending.
Sorcery - Lesson

Finisher
(CTRL to add secondary)
Land
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

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
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


Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Ral, Crackling Wit
Whenever you cast a noncreature spell, put a loyalty counter on Ral.
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
+1: Create a 1/1 blue and red Otter creature token with prowess.
−3: Draw three cards, then discard two cards.
−10: Draw three cards. You get an emblem with "Instant and sorcery spells you cast have storm." (Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn.)
Legendary Planeswalker - Ral

Tokens
(CTRL to add secondary)
Maybeboard
Guru Pathik
When Guru Pathik enters, look at the top five cards of your library. You may reveal a Lesson, Saga, or Shrine card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever you cast a Lesson, Saga, or Shrine spell, put a +1/+1 counter on another target creature you control.
Whenever you cast a Lesson, Saga, or Shrine spell, put a +1/+1 counter on another target creature you control.
Legendary Creature - Human Ally Monk

Ran and Shaw
Flying, firebending 2
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
When Ran and Shaw enter, if you cast them and there are three or more Dragon and/or Lesson cards in your graveyard, create a token that's a copy of Ran and Shaw, except it's not legendary.
: Dragons you control get +2/+0 until end of turn.
Legendary Creature - Dragon

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck is a work in progress!!\n\nBig ATLA fan so I wanted to keep as true to Iroh's spirit without sacrificing power. \nI have intentionally left game changers out of this list, but it's intended as a Bracket 3. Jeska's Will would go crazy in here.\nThe land base here is not balanced, nor does it have the best lands, just what I had laying around and is a problem. \nThis description is as much for my justification as it is for your understanding, pardon my rambling.\n\nThe main plan of the deck is to cast spells for free out of your graveyard with Iroh out to power some form of spellcasting payout in an explosive turn. This usually happens around turns 6-8. Ideally you are hiding under the radar until you are set up to win, then you do. \n\nTLDR: Phase One, set up and get spells in the graveyard. Phase Two, cast Iroh and go nuts. \n\nWorking in two phases you ideally want to:\nPhase 1 (Turns 1-5/6) -\nRamp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana rocks just slow the plan down so you want your ramp in the form of spells you can cast for free later "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This really effects the speed you can get to an explosive turn"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More ritual spells would be better"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Cast, or otherwise get your Instant and Sorcery spells in the graveyard"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I tried to add as many card positive discard effects to the draw spells to help with this"},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"Play cost reducers. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Any single one makes the Lessons in your graveyard free to cast on your turn with Iroh out too"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Might add a "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":", but I feel the deck is already a little creature heavy. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Doc Aurlock, Grizzled Genius"}},{"insert":" and "},{"insert":{"card-link":"Catalyst Stone"}},{"insert":" get the other Instants and Sorceries close to free."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Get a spellcasting benefit out"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Burn in "},{"insert":{"card-link":"Coruscation Mage"}},{"insert":" , "},{"insert":{"card-link":"Guttersnipe"}},{"insert":" early are good, "},{"insert":{"card-link":"Longshot, Rebel Bowman"}},{"insert":" on curve is best"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Draw in "},{"insert":{"card-link":"Archmage Emeritus"}},{"insert":" or better yet "},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Secrets of the Dead"}},{"insert":" comes online when casting from the grave with Iroh, and can keep your explosive turn(s) going"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Debating putting in a "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":" , but unsure if the copy benefit matters enough. (It probably does)"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" and"},{"insert":{"card-link":"Rite of the Dragoncaller"}},{"insert":" help and often wind up as back up plans if your graveyard is shut off"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Phase 2 (Turns 6-End) - \nIf you have 7+ lands, cast Iroh and go for it. \nBy this point in the game if you have a cost reducer, a draw engine, removal and other spells in your graveyard, and enough mana to cast Iroh you are in a good spot. \nIf you are behind, cast Iroh and hopefully you have some draw or ramp effects in the graveyard to catch up. Even if Iroh dies, keep him in the Command Zone until you're ready. \nWinning scenario in the turn 5-8 range looks like the \"good spot\" above, plus a storm payoff like "},{"insert":{"card-link":"Ral, Crackling Wit"}},{"insert":"'s emblem (either on or in-range) or "},{"insert":{"card-link":"Thousand-Year Storm"}},{"insert":" on the battlefield before Iroh.\n Storm off!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Having a reducer before casting Iroh is the minimum. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Having a draw on cast effect really can be make or break depending on what's in your graveyard. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This is the biggest difference between a big turn, and one that at least sets you up and opponents back so far that you just win next turn. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Start by casting Iroh and all the free spells from your yard you can to draw off those and find the big casting payoffs"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"A ritual like "},{"insert":{"card-link":"Manamorphose"}},{"insert":" or "},{"insert":{"card-link":"Seething Song"}},{"insert":" at the right time, or with any Storm count opens doors for the cards you're drawing"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Ideally you draw into spells you can cast from your hand for cheap, benefit with Burn or flying creature token, then cast them again for free from the graveyard and continue. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Game Ending Scenarios:"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"7 spells that "},{"insert":{"card-link":"Stormsplitter"}},{"insert":" sees is 128 hasty otters"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed "},{"insert":{"card-link":"Overwhelming Victory"}},{"insert":" = all or nothing swing out"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed "},{"insert":{"card-link":"Secret of Bloodbending"}},{"insert":" at the very least buys you a turn, could be game winning. Don't count on being able to pay the Waterbending cost."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Stormed Removal of any kind to set your opponents back enough that you later win. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"\nWeak Points/Considerations\nFragile. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Graveyard hate is game ruining, later is worse but any time hurts."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Hope to beat the clock? "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"The reducers and draw engines are so vital that without them you can't really look at the Storm-style game ending."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The limited recursion can save your important pieces (storm helps)"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Look to burn and token gen if these are gone, but even those are weaker. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Weak to board wipes."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Again, relying on stormed recursion pull. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Flavor Vs. Power"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some of the Lessons aren't the best in here, like the Paradigm spells or maybe "},{"insert":{"card-link":"Mascot Exhibition"}},{"insert":". They are there to be discarded and played for free later. Sure splashy and fun, especially for free. These would be among the first to be cut should one decide to add clearly beneficial cards, of which there are plenty. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Adds for power/consistency to be high Bracket 3, maybe low 4"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More Ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Loot/Rummage spells"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Rituals"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More Storm enablers"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Storm-Kiln leans into the cast copy aspect and fuels everything so really should be in the current list. "},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Game Changers"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"}]}





















































































