lamprocks
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Commander
Size: 100Salt sum: 35.81
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{"ops":[{"insert":"Blor the Impervious Ultrabudget \n\nDeckbuilding Rules (prices using TCGP as of October 2026)\nNo card costs more than $1.00"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Entire deck costs less than $25.00"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBlor has to be one of the hardiest commanders ever printed. He is designed for the voltron playstyle - he has ultimate protection in indestructible and hexproof along with trample to make sure commander damage connects. \n\nYou don't get a deck any more straightforward than Blor - ramp as much as you can, playing any equipment you can on the way to 5 mana, then drop Blor and assemble the voltron. He's resistant to almost any kind of removal. There's only 4 ways to reliably stop him:\n\nEndlessly counter him"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove his protection (e.g. Glaring Spotlight)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Specialty mass removal (mass exile or mass -1/-1 counters)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lockdown effects (Winter Orb or Pithing Needle-style effects) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sacrifice effects"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIn bracket 2, you're only going to see the first and last efforts with any amount of regularity. Unfortunately, at this price point, we don't have many options to stop your opponents from countering him into oblivion. If you want to venture just north of the dollar value rule, you can add Gaea's Herald, Destiny Spinner or Frenzied Baloth all of which are just over a dollar (as of this publish date, at any rate). \n\nHe doesn't need much to keep him safe, so there's only 2 pieces of protection: Assault Suit to prevent him being sacrificed (and to force some extra commander damage if possible) and Voyager Staff in the event someone can pull off some kind of protection removal shenanigans on him. If an opponent is packing lockdown-style effects, you just need to remove whatever is stopping him.\n\nOn the off-chance that Blor gets hopelessly pinned down/removed, we have Kosei in the deck as a backup plan. If he can get equipped, enchanted and a counter on him, he can swing for the fences and do massive damage to each opponent (and draw you cards to boot!). He is considerably less effective than Blor, so he is a last resort option. I'd consider Kosei a first-cut if you are confident your pod won't be playing those kinds of effects.\n\nBlor is not a feel-good commander. The only way he'll be able to consistently win is by quickly taking out opponents one at a time. As soon as your opponents figure out a way to handle him, you're cooked. You need to hit hard and fast, and without mercy. \n\n"}]}
Backup Plan
Backup Plan
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Counters
Counters
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Draw
Elvish Archivist
Whenever one or more artifacts you control enter, put two +1/+1 counters on this creature. This ability triggers only once each turn.
Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
Creature - Elf Artificer

Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Legendary Creature - Wurm

Professor Hojo
The first activated ability you activate during your turn that targets a creature you control costs less to activate.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Whenever one or more creatures you control become the target of an activated ability, draw a card. This ability triggers only once each turn.
Legendary Creature - Human Scientist

Trash the Town
Spree (Choose one or more additional costs.)
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
+ — Put two +1/+1 counters on target creature.
+ — Target creature gains trample until end of turn.
+ — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Instant

Draw
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Evasion
Evasion
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Land
Land
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Protection
Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment

Protection
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Pump
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
Instant

Pump
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Ramp
Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ramp
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Removal
Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Removal
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High dollar upgrades
High dollar upgrades
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Low budget upgrades
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Low budget upgrades
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Maybeboard
Gavel of the Righteous
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Artifact - Equipment

Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact

Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Blor the Impervious Ultrabudget \n\nDeckbuilding Rules (prices using TCGP as of October 2026)\nNo card costs more than $1.00"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Entire deck costs less than $25.00"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBlor has to be one of the hardiest commanders ever printed. He is designed for the voltron playstyle - he has ultimate protection in indestructible and hexproof along with trample to make sure commander damage connects. \n\nYou don't get a deck any more straightforward than Blor - ramp as much as you can, playing any equipment you can on the way to 5 mana, then drop Blor and assemble the voltron. He's resistant to almost any kind of removal. There's only 4 ways to reliably stop him:\n\nEndlessly counter him"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove his protection (e.g. Glaring Spotlight)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Specialty mass removal (mass exile or mass -1/-1 counters)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lockdown effects (Winter Orb or Pithing Needle-style effects) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sacrifice effects"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIn bracket 2, you're only going to see the first and last efforts with any amount of regularity. Unfortunately, at this price point, we don't have many options to stop your opponents from countering him into oblivion. If you want to venture just north of the dollar value rule, you can add Gaea's Herald, Destiny Spinner or Frenzied Baloth all of which are just over a dollar (as of this publish date, at any rate). \n\nHe doesn't need much to keep him safe, so there's only 2 pieces of protection: Assault Suit to prevent him being sacrificed (and to force some extra commander damage if possible) and Voyager Staff in the event someone can pull off some kind of protection removal shenanigans on him. If an opponent is packing lockdown-style effects, you just need to remove whatever is stopping him.\n\nOn the off-chance that Blor gets hopelessly pinned down/removed, we have Kosei in the deck as a backup plan. If he can get equipped, enchanted and a counter on him, he can swing for the fences and do massive damage to each opponent (and draw you cards to boot!). He is considerably less effective than Blor, so he is a last resort option. I'd consider Kosei a first-cut if you are confident your pod won't be playing those kinds of effects.\n\nBlor is not a feel-good commander. The only way he'll be able to consistently win is by quickly taking out opponents one at a time. As soon as your opponents figure out a way to handle him, you're cooked. You need to hit hard and fast, and without mercy. \n\n"}]}
































































































