Kederekt
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Balmor Spellslinger"},{"insert":"\nThe basic idea is pretty simple: "},{"attributes":{"bold":true},"insert":"make a bunch of creatures, cast a bunch of spells, then hit people with them."},{"insert":"\nBalmor gives all of your creatures +1/+0 and trample every time you cast an instant or sorcery. "},{"attributes":{"bold":true},"insert":"This stacks for every spell you cast."},{"insert":" If you cast three instants or sorceries before combat, your creatures get +3/+0. Cast five and they get +5/+0.\nFor example, if you have Balmor and five 1/1 tokens, then cast three spells, those tokens become "},{"attributes":{"bold":true},"insert":"4/1s with trample"},{"insert":" for the turn. That's 20 damage from creatures that started as five 1/1s, plus whatever damage Balmor and your other creatures can deal.\n"},{"attributes":{"italic":true},"insert":"→ note that these buffs go away at the end of every turn and you have to cast more instants/sorceries on later turns to buff your creatures again"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nThe first few turns are mostly setup. Play your mana rocks, draw some cards, and get one or two creatures onto the battlefield.\nCards like "},{"attributes":{"bold":true},"insert":"Young Pyromancer, Third Path Iconoclast, Talrand, Murmuring Mystic, and Saheeli"},{"insert":" are especially good because they make more creatures whenever you cast spells.\nYou don't need to rush Balmor out on turn 2. He's usually better once you already have some creatures and can cast a couple of spells after playing him.\n\n"},{"attributes":{"bold":true},"insert":"What You're Trying to Do"},{"insert":"\nOnce you have a few creatures out:\nPlay Balmor."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast your cheap spells "},{"attributes":{"bold":true},"insert":"before combat"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make more tokens and keep stacking Balmor's +1/+0 bonus."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The more spells you can string together before attacking, the bigger your entire board gets.\nCards like "},{"attributes":{"bold":true},"insert":"Guttersnipe, Firebrand Archer, Coruscation Mage, and Fiery Inscription"},{"insert":" also damage opponents when you cast spells, so you're lowering everyone's life total at the same time.\n\n"},{"attributes":{"bold":true},"insert":"A Few Things to Remember"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"You don't have to cast every spell immediately."},{"insert":" Sometimes an Opt or Lightning Bolt is more useful next turn when Balmor and a token maker are already on the battlefield.\n"},{"attributes":{"bold":true},"insert":"Don't play every creature in your hand at once."},{"insert":" If you already have a good board, keeping something in your hand makes it easier to recover if somebody wipes the board.\n"},{"attributes":{"bold":true},"insert":"Don't worry about finding the perfect Counterspell target."},{"insert":" Save your counters for things that are obviously a big problem, especially board wipes or something that looks like it could win the game.\n"},{"attributes":{"bold":true},"insert":"Your 1/1 tokens matter."},{"insert":" Don't throw them away in combat for no reason. With Balmor out, every cheap instant or sorcery makes every one of them bigger.\n"},{"attributes":{"bold":true},"insert":"The Chandras"},{"insert":"\nBoth Chandras are value pieces, not the main strategy of the deck. Play them when you have a good opportunity and use them for extra cards, mana, damage, etc. You don't need to protect them at all costs.\n\n"},{"attributes":{"bold":true},"insert":"The short version:"},{"insert":" Make creatures → play Balmor → cast several spells → stack the bonuses → attack.\nWhen you're not sure what to do, focus on building your board and drawing cards. You don't need to squeeze maximum value out of every spell for the deck to work.\n"}]}
Burn
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Chandra, Chill of Compliance
+1: Surveil 1. If you put a noncreature, nonland card into your graveyard this way, put that card into your hand.
+1: Add . Spend this mana only to cast a noncreature spell.
−X: Tap target artifact or creature. Put X stun counters on it.
−6: You get an emblem with "Whenever you cast a spell, draw a card."
+1: Add . Spend this mana only to cast a noncreature spell.
−X: Tap target artifact or creature. Put X stun counters on it.
−6: You get an emblem with "Whenever you cast a spell, draw a card."
Legendary Planeswalker - Chandra

Draw
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Land
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Pump
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Case of the Ransacked Lab
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case

Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Ramp
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Removal
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Metallurgic Summonings
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Enchantment

Saheeli, Sublime Artificer
Whenever you cast a noncreature spell, create a 1/1 colorless Servo artifact creature token.
−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
−2: Target artifact you control becomes a copy of another target artifact or creature you control until end of turn, except it's an artifact in addition to its other types.
Legendary Planeswalker - Saheeli

Stormchaser's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
When this Class enters, create a 1/1 blue and red Otter creature token with prowess.
: Level 2
When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand.
: Level 3
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
Enchantment - Class

Tokens
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Balmor Spellslinger"},{"insert":"\nThe basic idea is pretty simple: "},{"attributes":{"bold":true},"insert":"make a bunch of creatures, cast a bunch of spells, then hit people with them."},{"insert":"\nBalmor gives all of your creatures +1/+0 and trample every time you cast an instant or sorcery. "},{"attributes":{"bold":true},"insert":"This stacks for every spell you cast."},{"insert":" If you cast three instants or sorceries before combat, your creatures get +3/+0. Cast five and they get +5/+0.\nFor example, if you have Balmor and five 1/1 tokens, then cast three spells, those tokens become "},{"attributes":{"bold":true},"insert":"4/1s with trample"},{"insert":" for the turn. That's 20 damage from creatures that started as five 1/1s, plus whatever damage Balmor and your other creatures can deal.\n"},{"attributes":{"italic":true},"insert":"→ note that these buffs go away at the end of every turn and you have to cast more instants/sorceries on later turns to buff your creatures again"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early Game"},{"insert":"\nThe first few turns are mostly setup. Play your mana rocks, draw some cards, and get one or two creatures onto the battlefield.\nCards like "},{"attributes":{"bold":true},"insert":"Young Pyromancer, Third Path Iconoclast, Talrand, Murmuring Mystic, and Saheeli"},{"insert":" are especially good because they make more creatures whenever you cast spells.\nYou don't need to rush Balmor out on turn 2. He's usually better once you already have some creatures and can cast a couple of spells after playing him.\n\n"},{"attributes":{"bold":true},"insert":"What You're Trying to Do"},{"insert":"\nOnce you have a few creatures out:\nPlay Balmor."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast your cheap spells "},{"attributes":{"bold":true},"insert":"before combat"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make more tokens and keep stacking Balmor's +1/+0 bonus."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Attack."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The more spells you can string together before attacking, the bigger your entire board gets.\nCards like "},{"attributes":{"bold":true},"insert":"Guttersnipe, Firebrand Archer, Coruscation Mage, and Fiery Inscription"},{"insert":" also damage opponents when you cast spells, so you're lowering everyone's life total at the same time.\n\n"},{"attributes":{"bold":true},"insert":"A Few Things to Remember"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"You don't have to cast every spell immediately."},{"insert":" Sometimes an Opt or Lightning Bolt is more useful next turn when Balmor and a token maker are already on the battlefield.\n"},{"attributes":{"bold":true},"insert":"Don't play every creature in your hand at once."},{"insert":" If you already have a good board, keeping something in your hand makes it easier to recover if somebody wipes the board.\n"},{"attributes":{"bold":true},"insert":"Don't worry about finding the perfect Counterspell target."},{"insert":" Save your counters for things that are obviously a big problem, especially board wipes or something that looks like it could win the game.\n"},{"attributes":{"bold":true},"insert":"Your 1/1 tokens matter."},{"insert":" Don't throw them away in combat for no reason. With Balmor out, every cheap instant or sorcery makes every one of them bigger.\n"},{"attributes":{"bold":true},"insert":"The Chandras"},{"insert":"\nBoth Chandras are value pieces, not the main strategy of the deck. Play them when you have a good opportunity and use them for extra cards, mana, damage, etc. You don't need to protect them at all costs.\n\n"},{"attributes":{"bold":true},"insert":"The short version:"},{"insert":" Make creatures → play Balmor → cast several spells → stack the bonuses → attack.\nWhen you're not sure what to do, focus on building your board and drawing cards. You don't need to squeeze maximum value out of every spell for the deck to work.\n"}]}








































































