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Commander
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Kederekt

129 views42 days ago
Commander
Size: 100Salt sum: 34.97

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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"}]}
Balmor, Battlemage Captain
Flying
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
Legendary Creature - Wizard Bird
Balmor, Battlemage Captain (dmu) 295

Commander

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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
Fiery Inscription
When this enchantment enters, the Ring tempts you.
Whenever you cast an instant or sorcery spell, this enchantment deals 2 damage to each opponent.
Enchantment
Fiery Inscription (ltr) 126
Firebrand Archer
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Human Archer
Firebrand Archer (fdn) 196
Guttersnipe
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature - Goblin Shaman
Guttersnipe (fdn) 716
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (fdn) 717

Burn

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Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (fic) 261
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (scd) 44
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
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."
Legendary Planeswalker - Chandra
Chandra, Chill of Compliance (fra) 212
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (fdn) 586
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (tle) 157
Crackling Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
Creature - Drake
Crackling Drake (c19) 190
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 (tdc) 213
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (dmr) 285
Of One Mind
This spell costs
less to cast if you control a Human creature and a non-Human creature.
Draw two cards.
Sorcery
Of One Mind (iko) 60
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (xln) 65
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (sld) 7125
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (c15) 101
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (msc) 153
Serum Visions
Draw a card. Scry 2.
Sorcery
Serum Visions (afc) 94
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (eld) 146
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (ktk) 59
Warlord's Fury
Creatures you control gain first strike until end of turn.
Draw a card.
Sorcery
Warlord's Fury (dom) 151
Winged Words
This spell costs
less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Winged Words (m20) 80

Draw

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Slip Through Space
Devoid (This card has no color.)
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Slip Through Space (ogw) 47

Evasion

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Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Desolate Lighthouse
: Add
.
,
: Draw a card, then discard a card.
Land
Desolate Lighthouse (uma) 242
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (m15) 243
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (fic) 390
Island
(
: Add
.)
Basic Land - Island
Island (war) 253
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (ima) 241
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (fra) 288
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (c16) 309
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (drc) 170
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (psos) 263p
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (eoc) 184
Temple of Epiphany
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Epiphany (fdn) 699
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (c15) 314

Land

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Adeliz, the Cinder Wind
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
Legendary Creature - Human Wizard
Adeliz, the Cinder Wind (plst) DOM-190
Electrostatic Infantry
Trample
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature.
Creature - Wizard Dwarf
Electrostatic Infantry (dmu) 122
Khenra Spellspear
Trample
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Transform this creature. Activate only as a sorcery. (
can be paid with either
or 2 life.)
Creature - Warrior Jackal
Khenra Spellspear // Gitaxian Spellstalker (mom) 151Khenra Spellspear // Gitaxian Spellstalker (mom) 151
Sprite Dragon
Flying, haste
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Creature - Dragon Faerie
Sprite Dragon (iko) 211

Pump

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 334
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.
Enchantment - Case
Case of the Ransacked Lab (mkm) 45
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."
Legendary Planeswalker - Chandra
Chandra, Torch of Defiance (fra) 244
Goblin Electromancer
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Goblin
Goblin Electromancer (grn) 174
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (frc) 58
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (dmr) 385
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Storm-Kiln Artist
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Shaman Dwarf
Storm-Kiln Artist (soc) 255
Stormcatch Mentor
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Otter
Stormcatch Mentor (soc) 331
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (frc) 61

Ramp

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Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
Instant
Abrade (2xm) 114
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (msc) 147
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (fdc) 140
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (eoc) 49
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Flame of Anor
Choose one. If you control a Wizard as you cast this spell, you may choose two instead.
• Target player draws two cards.
• Destroy target artifact.
• Flame of Anor deals 5 damage to target creature.
Instant
Flame of Anor (ltr) 203
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (msc) 806
Negate
Counter target noncreature spell.
Instant
Negate (fdn) 710
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (plst) OTC-106
Prismari Command
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Instant
Prismari Command (soc) 323

Removal

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Docent of Perfection
Flying
Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token. Then if you control three or more Wizards, transform this creature.
Creature - Horror Insect
Docent of Perfection // Final Iteration (inr) 62Docent of Perfection // Final Iteration (inr) 62
Dragon Fodder
Create two 1/1 red Goblin creature tokens.
Sorcery
Dragon Fodder (dtk) 135
Forbidden Friendship
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
Sorcery
Forbidden Friendship (iko) 119
Hordeling Outburst
Create three 1/1 red Goblin creature tokens.
Sorcery
Hordeling Outburst (plst) A25-134
Krenko's Command
Create two 1/1 red Goblin creature tokens.
Sorcery
Krenko's Command (ddt) 53
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.
Enchantment
Metallurgic Summonings (kld) 56
Murmuring Mystic
Whenever you cast an instant or sorcery spell, create a 1/1 blue Bird Illusion creature token with flying.
Creature - Human Wizard
Murmuring Mystic (plst) GRN-45
Rally at the Hornburg
Create two 1/1 white Human Soldier creature tokens. Humans you control gain haste until end of turn.
Sorcery
Rally at the Hornburg (ltr) 142
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.
Legendary Planeswalker - Saheeli
Saheeli, Sublime Artificer (drc) 119
Shark Typhoon
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, create an X/X blue Shark creature token with flying.
Enchantment
Shark Typhoon (frc) 44
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.
Enchantment - Class
Stormchaser's Talent (blb) 75
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 (m13) 72
Third Path Iconoclast
Whenever you cast a noncreature spell, create a 1/1 colorless Soldier artifact creature token.
Creature - Human Monk
Third Path Iconoclast (tdc) 307
Young Pyromancer
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
Creature - Human Shaman
Young Pyromancer (plst) DDS-20

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
46 pips - 36 cards
26 mana - 26 cards
0 pips - 0 cards
0 mana - 5 cards
37 pips - 33 cards
26 mana - 25 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

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"}]}
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