203 views40 hrs ago
Commander
Size: 100Salt sum: 27.14
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Gradels64

203 views40 hrs ago
Commander
Size: 100Salt sum: 27.14

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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

Qty: 1 Price: $64.99
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
.
Legendary Creature - Human Ally Noble
Iroh, Grand Lotus (pmei) 2025-24

Commander

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Burn

Qty: 4 Price: $20.06
Caldera Pyremaw
Flying
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. Then this creature deals damage equal to its power to target opponent.
Creature - Dragon
Caldera Pyremaw (tdc) 33
Coruscation Mage
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Wizard Otter
Coruscation Mage (blb) 131
Guttersnipe
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature - Goblin Shaman
Guttersnipe (tdc) 217
Longshot, Rebel Bowman
Reach (This creature can block creatures with flying.)
Noncreature spells you cast cost
less to cast.
Whenever you cast a noncreature spell, Longshot deals 2 damage to each opponent.
Legendary Creature - Human Ally Rebel
Longshot, Rebel Bowman (tle) 120

Burn

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Copy

Qty: 3 Price: $11.97
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.)
Sorcery - Lesson
Echocasting Symposium (sos) 291
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.)
Legendary Creature - Mutant Hero
Storm, Force of Nature (mar) 94
Thousand-Year Storm
Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Enchantment
Thousand-Year Storm (fdn) 248

Copy

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Counters

Qty: 1 Price: $13.99
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.)
Sorcery - Lesson
Germination Practicum (sos) 296

Counters

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Draw

Qty: 16 Price: $48.24
Abandon Attachments
You may discard a card. If you do, draw two cards.
Instant - Lesson
Abandon Attachments (tla) 205
Accumulate Wisdom
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. Put each of those cards into your hand instead if there are three or more Lesson cards in your graveyard.
Instant - Lesson
Accumulate Wisdom (tla) 44
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Archmage of Runes
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell, draw a card.
Creature - Wizard Giant
Archmage of Runes (fdn) 30
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (msc) 802
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 122
Energybending
Lands you control gain all basic land types until end of turn.
Draw a card.
Instant - Lesson
Energybending (tla) 2
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (tle) 159
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.)
Sorcery - Lesson
Improvisation Capstone (sos) 294
Manamorphose
Add two mana in any combination of colors.
Draw a card.
Instant
Manamorphose (2xm) 208
Professor Zei, Anthropologist
, Discard a card: Draw a card.
,
, Sacrifice Professor Zei: Return target instant or sorcery card from your graveyard to your hand. Activate only during your turn.
Legendary Creature - Human Advisor Ally
Professor Zei, Anthropologist (tla) 238
Secrets of the Dead
Whenever you cast a spell from your graveyard, draw a card.
Enchantment
Secrets of the Dead (c19) 95
Seismic Sense
Look at the top X cards of your library, where X is the number of lands you control. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Sorcery - Lesson
Seismic Sense (tla) 195
Waterbending Lesson
Draw three cards. Then discard a card unless you waterbend
. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
Sorcery - Lesson
Waterbending Lesson (tla) 80
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123

Draw

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Finisher

Qty: 1 Price: $0.99
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.
Sorcery - Lesson
Secret of Bloodbending (tla) 69

Finisher

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Land

Qty: 36 (38 w/ MDFC)Price: $89.08
Agna Qel'a
This land enters tapped unless you control a basic land.
: Add
.
,
: Draw a card, then discard a card.
Land
Agna Qel'a (tla) 264
Airship Engine Room
This land enters tapped.
: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Airship Engine Room (tla) 265
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) 266
Bountiful Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Bountiful Landscape (tdc) 342
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 302
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (frc) 70
Fire Nation Palace
This land enters tapped unless you control a basic land.
: Add
.
,
: Target creature you control gains firebending 4 until end of turn. (Whenever it attacks, add
. This mana lasts until end of combat.)
Land
Fire Nation Palace (tla) 268
Forest
(
: Add
.)
Basic Land - Forest
Forest (tla) 291
Island
(
: Add
.)
Basic Land - Island
Island (tla) 288
Ketria Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain Forest
Ketria Triome (plst) IKO-250
Meditation Pools
This land enters tapped.
: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Meditation Pools (tla) 272
Mistrise Village
This land enters tapped unless you control a Mountain or a Forest.
: Add
.
,
: The next spell you cast this turn can't be countered.
Land
Mistrise Village (tdm) 261
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tla) 290
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (fra) 186
Rugged Highlands
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Rugged Highlands (tdm) 265
Rumble Arena
Vigilance
When this land enters, scry 1. (Look at the top card of your library. You may put it on the bottom.)
: Add
.
,
: Add one mana of any color.
Land
Rumble Arena (tla) 277
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (msc) 264
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 304
Swiftwater Cliffs
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Swiftwater Cliffs (tdm) 268
Thornwood Falls
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Thornwood Falls (tdm) 269
Thriving Isle
This land enters tapped. As it enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land
Thriving Isle (msc) 581
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57

Land

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Protection

Qty: 2 Price: $20.34
Octopus Form
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant - Lesson
Octopus Form (tla) 66
Redirect Lightning
As an additional cost to cast this spell, pay 5 life or pay
.
Change the target of target spell or ability with a single target.
Instant - Lesson
Redirect Lightning (tla) 151

Protection

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Ramp

Qty: 15 Price: $52.63
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (tle) 315
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Catalyst Stone
Flashback costs you pay cost
less.
Flashback costs your opponents pay cost
more.
Artifact
Catalyst Stone (ody) 297
Cycle of Renewal
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Instant - Lesson
Cycle of Renewal (tla) 170
Doc Aurlock, Grizzled Genius
Spells you cast from your graveyard or from exile cost
less to cast.
Plotting cards from your hand costs
less.
Legendary Creature - Druid Bear
Doc Aurlock, Grizzled Genius (otj) 201
Geist of Saint Thalia
Flying
Noncreature spells you cast cost
less to cast.
Legendary Creature - Cleric Spirit
Geist of Saint Thalia (fra) 214
Goblin Electromancer
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Goblin
Goblin Electromancer (tdc) 99
Haughty Djinn
Flying
Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard.
Instant and sorcery spells you cast cost
less to cast.
Creature - Djinn
Haughty Djinn (tdc) 154
Hermitic Herbalist
: Add one mana of any color.
: Add two mana in any combination of colors. Spend this mana only to cast Lesson spells.
Creature - Human Druid Ally
Hermitic Herbalist (tla) 226
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
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.
Legendary Creature - Human Wizard
Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247
Seething Song
Add
.
Instant
Seething Song (c21) 179
Shared Roots
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery - Lesson
Shared Roots (tla) 196
Sol Ring
: Add
.
Artifact
Sol Ring (tle) 316
Temur Battlecrier
During your turn, spells you cast cost
less to cast for each creature you control with power 4 or greater.
Creature - Orc Ranger
Temur Battlecrier (tdm) 228

Ramp

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Recursion

Qty: 4 Price: $18.02
Auroral Procession
Return target card from your graveyard to your hand.
Instant
Auroral Procession (tdm) 169
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Flashback
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Instant
Flashback (sos) 115
True Ancestry
Return up to one target permanent card from your graveyard to your hand.
Create a Clue token. (It's an artifact with "
, Sacrifice this token: Draw a card.")
Sorcery - Lesson
True Ancestry (tla) 199

Recursion

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Removal

Qty: 12 Price: $10.20
Boomerang Basics
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Sorcery - Lesson
Boomerang Basics (tla) 46
Combustion Technique
Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
Instant - Lesson
Combustion Technique (tla) 128
Grapeshot
Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Sorcery
Grapeshot (dmr) 125
Introduction to Annihilation
Exile target nonland permanent. Its controller draws a card.
Sorcery - Lesson
Introduction to Annihilation (stx) 3
Iroh's Demonstration
Choose one —
• Iroh's Demonstration deals 1 damage to each creature your opponents control.
• Iroh's Demonstration deals 4 damage to target creature.
Sorcery - Lesson
Iroh's Demonstration (tla) 141
It'll Quench Ya!
Counter target spell unless its controller pays
.
Instant - Lesson
It'll Quench Ya! (tla) 58
Lost Days
The owner of target creature or enchantment puts it into their library second from the top or on the bottom. You create a Clue token. (It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant - Lesson
Lost Days (tla) 62
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187
Overwhelming Victory
Overwhelming Victory deals 5 damage to target creature. Each creature you control gains trample and gets +X/+0 until end of turn, where X is the amount of excess damage dealt this way.
Instant - Lesson
Overwhelming Victory (tle) 123
Stump Stomp
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Sorcery
Stump Stomp // Burnwillow Clearing (mh3) 259Stump Stomp // Burnwillow Clearing (mh3) 259
The Last Agni Kai
Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much
.
Until end of turn, you don't lose unspent red mana as steps and phases end.
Instant
The Last Agni Kai (tla) 144
Zuko's Exile
Exile target artifact, creature, or enchantment. Its controller creates a Clue token. (It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant - Lesson
Zuko's Exile (tla) 3

Removal

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Tokens

Qty: 5 Price: $27.25
Mascot Exhibition
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Sorcery - Lesson
Mascot Exhibition (stx) 5
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.)
Legendary Planeswalker - Ral
Ral, Crackling Wit (blb) 230
Rite of the Dragoncaller
Whenever you cast an instant or sorcery spell, create a 5/5 red Dragon creature token with flying.
Enchantment
Rite of the Dragoncaller (fdn) 92
Stormsplitter
Haste
Whenever you cast an instant or sorcery spell, create a token that's a copy of this creature. Exile that token at the beginning of the next end step.
Creature - Wizard Otter
Stormsplitter (blb) 154
Talrand, Sky Summoner
Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.
Legendary Creature - Wizard Merfolk
Talrand, Sky Summoner (otc) 116

Tokens

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Counterspell
Counter target spell.
Instant
Counterspell (pf26) 5

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Firebending Student
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Firebending X, where X is this creature's power. (Whenever this creature attacks, add X
. This mana lasts until end of combat.)
Creature - Human Monk
Firebending Student (tla) 139
Gran-Gran
Whenever Gran-Gran becomes tapped, draw a card, then discard a card.
Noncreature spells you cast cost
less to cast as long as there are three or more Lesson cards in your graveyard.
Legendary Creature - Human Ally Peasant
Gran-Gran (tla) 54
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.
Legendary Creature - Human Ally Monk
Guru Pathik (tla) 223
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.
Legendary Creature - Dragon
Ran and Shaw (tla) 150
Sokka's Haiku
Counter target spell.
Draw a card, then mill three cards.
Untap target land.
Instant - Lesson
Sokka's Haiku (tla) 71
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.
Legendary Creature - Serpent
The Unagi of Kyoshi Island (tla) 77

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
36 pips - 27 cards
30 mana - 27 cards
0 pips - 0 cards
0 mana - 8 cards
33 pips - 29 cards
35 mana - 24 cards
17 pips - 16 cards
23 mana - 20 cards
0 pips - 0 cards
4 mana - 3 cards
CategoriesQtyOdds
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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"}]}
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