179 views4 days ago
Commander
Size: 99Salt sum: 40.67
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Njihjk0

179 views4 days ago
Commander
Size: 99Salt sum: 40.67

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{"ops":[{"insert":"So what is Q, and why is he a cool commander? For the first question, Q is a Q. Says it right there in its creature type. For the second question, he is very cool because he flips a fundamental part of commander on its head. \n\nCommander is a singleton format, Which means you typically (outside of niche cards like dragons approach and lands) can only play one of each uniquely named card. Q throws that out the window and says \"what if every card could be the same card?\" This fundamentally breaks commander in half. To say this is the best Q deck or even most unique would be an insult to the magnificence of \"YOUR WHOLE DECK CAN BE THE SAME CARD!\" The creative potential this weirdo can do is phenomenal. You could have had a 98 land deck and one card and just always play it if you wanted. However, I feel like thats a waste for two reasons.\n\nFirstly, If you happen to draw the card within the first 4 turns (thats 11 out of your 99 cards) you just auto lose. Thats a 1/9 chance (about 11% chance to lose on the spot). Thats some BS without some redundancy. You need at least 5 win conditions (and the hindsight to mulligan away hands with any win conditions in them) to have a (mostly) guaranteed way into the game. \n\nSecondly, I am usually a very stubborn hater of tutors. I dislike when every game of commander has the exact same gameplan with basically no alteration for fear of being suboptimal. Secret commanders aside, its kind of a lame way to play to me. Commander is at its peak when you have to figure out a plan on the fly, or pick up the pieces after someone throws a wrench in the works. \n\nNow that all that is out of the way, let's start by choosing one of the 3 cards in the sideboard to add to the deck. There isn't really a right answer, but kind of get the vibe from the table before hand to see what kind of game they want to play. For fun people, Tempt is good. For boring people, Stonecoil is good. For something in between, grab the Clown Car. \n\nA lot of your lands are your actual \"interaction\" which is... a little rough if I'm honest. But, its better than nothing. You bite the bullet for meme potential.\n\nHere are the following win conditions, feel free to swap any/all for your favorite red/colorless card(s):\nThe One Ring, if you hit it, you literally just cast it every turn and let the fools kill each other. AFK farm, tap it if you really need to draw a card but try to avoid it if you can. You don't want to overcommit and die to burden counters. Try to get at least 8 mana on board so you can just cast it whenever. Given that you are immortal for most of the turns (turn 4 you cast commander, should have 7 cards in hand. ) Turn 5 and after you have to use two cards per turn to keep up, but you should still have 3 cards in hand by the time you play 8 turns/lands. After that, you can just chill and cast one per turn. Only cast a second if you get counterspelled. You need to maintain as many cards as possible, so stop playing lands at that point. You can burn up to 3 counterspells this way. This is countered by \"win the game\" or \"Loss of life\" effects. If it gets through protection from everything, it gets through this. If you are immune to everything, people will (inevitably) deck themselves out as they definitely have more draw than you ever will. Otherwise they will scoop because no one in their right mind will play out a game intended to last until all cards are drawn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursed Mirror lets you make a copy of your commander, which is neat. It lets you also make a copy of whatever big creature is on board, and serves as ramp afterward. Making a copy of your commander lets you get \"infinite\" copies of another win condition which is pretty nice. If you do it enough times, you have access to your whole deck! WOO! but the downside is that you are burning cards to do this. This is likely the weakest of the game winners. Venser would likely be better for a number of reasons, but thats a different deck for a different time. Gotta get lucky and find a draw spell if you want to maintain card advantage with just the mirror which is what really matters with this deck. Which is why..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scrawling Crawler. This is a creature and therefore more volatile, but it lets you draw and burn simultaneously. Also serves as impromptu blockers, and thanks to the card draw, you get to go neutral and not lose out on cards when you play lands for turn. You have a few lands that allow you to interact, so feel free to use them! This is also a deck that really likes the dumb lands such as glacial chasm, so that you can ignore the consequences of your actions for a few turns and freely let your commander die to get access to new cards. You only care about his ETB, so don't stress if someone removes him or board wipes. Crawler just gives too much value to ignore. Always happy to cast it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Descent into Avernus. This is one that everyone loves, and you really won't be targeted until its too late. You get one down on turn 5... \"I love that card!\" Everyone takes 2 on your upkeep, you put 2 down on turn 6 \"MORE MONEY! YAY!\" Everyone takes 8 on your next upkeep, Turn 7 \"Wait a minute he has way too much damage and he has no blockers. GET HIM!\" Although you cast another 5 on that turn. If they do not kill you now, when you hit turn 8, everyone is going to take 24 damage. This means you have dealt a total of 34 with Descent. It isn't quite a kill, but people take little bits of chip during games and this will likely end the game (def you). If you are goated and have glacial chasm, you will in fact just win since taking like 4 damage is so much better than taking a gazillion when people see you as a threat. Very funny, likely will not win, but it will end the game very quickly one way or another."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tempt with Vengeance is very interesting. Essentially, you get to ignore the normal card disadvantage and just play a super big x spell every turn. If you are lucky or people are greedy (especially the first time) they will probably say \"cool, I'll take 4 tokens as blockers or sac fodder. Who cares?\" this is especially true if you promise not to swing at them this turn. If no one ever takes this, its basically just a really slow \"I make some blockers\" every turn that isn't doing a whole lot else. Its not terrible, it will keep you alive from fighting against things that don't ignore your blockers, but is otherwise just a slower \"big ball of death\" win condition. Alternatives to this are Stone Coil Serpent, which is effectively just a \"go tall\" approach that is also a great blocker and has trample, and Clown Car, which is really a mix of both strategies, albeit the blockers aren't as good. Whichever option you choose, be wary of board wipes... is what I would say if you didn't just cast it again the following turn. All are reasonable options, pick your poison. I chose tempt because it is really funny when people take the temptation. X spells are great when you always have access to them and they protect you at the same time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maximum Carnage is a pretty good win condition, albeit slow. Its similar to The One Ring, except you are actually doing something at the same time. Due to it making its own mana, you really only want the ability to cast this twice per turn, which is easy enough given that you only have to play two more lands (two turns away) to get this to happen. You always want the first trigger to pop off, as it is essentially just mono red Kardur (love that guy), everyone has to fight each other and not you. Then you get mana to play it again next turn. Then you finally deal damage to everyones elses face. as long as you can cast this once per turn, you will eventually win. If you need draw you will have to rely on lands or The One Ring or some other source. But once you have enough mana to get two on the field per turn (should one of them be countered) you should be pretty safe. JUST REMEMBER TO KEEP YOUR CARD ADVANTAGE! ITS VERY IMPORTANT JUST LIKE ONE RING!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finally, we get to the meme pick. Share the spoils. This is not a game winning card, you do not know what is in their decks and you do not make more mana than they do. But what you *can* do is dump a lot of mana and card advantage into these bad boys to get essentially 4 more cards (one is your mountain for turn) every turn! Just remember that they all belong in different \"spoil\" piles. This is way more for memes and fun, and not actually intended to win the game. If people see you doing this, they may just leave you alone, and if they don't play their own cards, it's SUPER funny. People can only play these cards on THEIR TURN, so any instants that are stuck in there are usually useless... unless you are mean and want to cast their interaction on your own turn, which is really funny. Hilarious for everyone to see a counterspell and going \"Huh. We cant stop them can we?\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWin Conditions that belong in honorable mentions that I like, but could not justify adding to the deck.\nAgitator ant is effectively just a worse max carnage in that it goads like one creature at a time, but it does make your own ants huge! the problem is that people will eventually just... not take the counters and swing at you with a gigantic flyer. Or a board wipe will happen. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Altar of the brood is great since you get to keep playing it and having MULTIPLE copies is dumb. The problem is that you don't have draw, so casting multiple copies eventually turns into just one per turn and you don't have the steam to close out the game. Also mill hates shuffle graveyard effects, and people enjoy eldrazi enough to make it pretty hard to have as a main win condition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boltwave and its cousin Ghostfire Slice are basically just \"I will now do a lot burn\". Boltwave hurts everyone, but you do not have the cards in hand to win off of it, and ghostfire is a lot of burn to \"that guy in particular\" which is honestly kind of rude in a commander setting and will get you SUPER KILLED by that guy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elturel Survivors/Genasi Enforcers/Goldlust Triad are all effectively the same card for the purposes of this deck. Big myriad that either goes over the top via too many tokens (genasi), big trample (Elturel), or evasion (Goldlust), they just all seem too slow to me to justify running and they lose out pretty hard when someone board wipes since you do not have the draw to keep up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Luck Bobblehead is actually super interesting, since most people just kind of ignore it and it has the ability to let you cast a second one right away on turn 5. They start stacking up quickly and let you do a funny thing where you try several times to just win the game on the spot. It will prob never happen (statistically speaking, its BS without rerolling dice, like 1 in 300,000). But people will prob let you try just because of the dream"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Earthquake is kind of mean and makes everyone else hate you. You constantly board wipe and are playing to kill everyone at once. It takes a long time to actually get reasonable damage, and if someone has haste or indestructible they WILL kill you first because of your trolling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rug of smothering was considered an alternate for Scrawling Crawler due to its burn being insane with multiple copies, but due to its nature as a stax piece, people would rather just swing at you than actually cast it. Also, you are probably only casting one per turn unless you want to ***DIE.*** this is more resistant to board wipes since no one wants to play spells in the first place, but someone would happily eat like 3 damage to face if it meant they could play more than one spell per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shivan devestator was essentially an alternate for the sideboards since it has haste and evasion... but its just too slow and has no good protection/fun factor like the sideboard options do."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Storm World is a very cool effect that sadly hurts you just as bad as it can hurt enemies. You can prob get like 3 or 4 of these down and it makes the game really interesting since people want to conserve cards not take damage, but also need to cast to conserve tempo. Super interesting. The problem is that they just swing on you since its effectively just a stax piece and stax players deserve death. Though this piece at least says \"hey, play it if you want, I won't stop you\"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Wrathful Raptors may be the best for last, as they stack exponentially. With 1 raptor, sure, it takes 5 damage and deals 5. With 2 raptors, if they both take damage, they both deal that much damage *twice*. You may see where this is going. If you have 3 raptors and someone were to cast something like, say, blasphemous act... you would be dealing 117 damage from 9 different triggers (each one being 13 damage) which is basically gonna win the game. That said, you don't have blasphemous act. There is a world where you add it to the deck. Do not do that. Its evil."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}

Commander

Qty: 1 Price: $9.99
Q, Stacking the Deck
When Q enters, shuffle your library, then exile cards from the top of your library until you exile a nonland card. That nonland card gains "Exile a card from your hand: Create a copy of this card. You may cast the copy. Activate only during your turn and only if this card is exiled."
Legendary Creature - Q
Q, Stacking the Deck (trk) 383

Commander

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Absolute Meme

Qty: 1 Price: $5.99
Share the Spoils
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Enchantment
Share the Spoils (afc) 34

Absolute Meme

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Land

Qty: 92 Price: $1853.10
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (plst) TMP-315
Bonders' Enclave
: Add
.
,
: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Bonders' Enclave (fic) 376
Castle Embereth
This land enters tapped unless you control a Mountain.
: Add
.
,
: Creatures you control get +1/+0 until end of turn.
Land
Castle Embereth (tdc) 347
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (fic) 385
Den of the Bugbear
If you control two or more other lands, this land enters tapped.
: Add
.
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Land
Den of the Bugbear (afr) 254
Dwarven Mine
(
: Add
.)
This land enters tapped unless you control three or more other Mountains.
When this land enters untapped, create a 1/1 red Dwarf creature token.
Land - Mountain
Dwarven Mine (plst) ELD-243
Field of Ruin
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
Field of Ruin (ltc) 308
Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land
Glacial Chasm (ice) 353
Hidden Volcano
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Volcano (lci) 277
Isolated Watchtower
: Add
.
,
: Scry 1, then you may reveal the top card of your library. If a basic land card is revealed this way, put it onto the battlefield tapped. Activate only if an opponent controls at least two more lands than you.
Land
Isolated Watchtower (c18) 59
Kher Keep
: Add
.
,
: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Legendary Land
Kher Keep (frc) 75
Lindblum, Industrial Regency
This land enters tapped.
: Add
.
Land - Town
Lindblum, Industrial Regency // Mage Siege (fin) 285
Mikokoro, Center of the Sea
: Add
.
,
: Each player draws a card.
Legendary Land
Mikokoro, Center of the Sea (dmc) 217
Mirrorpool
This land enters tapped.
: Add
.
,
, Sacrifice this land: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
,
, Sacrifice this land: Create a token that's a copy of target creature you control.
Land
Mirrorpool (cmm) 1010
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sld) 1471
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276
Terrain Generator
: Add
.
,
: You may put a basic land card from your hand onto the battlefield tapped.
Land
Terrain Generator (clb) 926
Valakut, the Molten Pinnacle
This land enters tapped.
Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target.
: Add
.
Land
Valakut, the Molten Pinnacle (zen) 228
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422

Land

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Win Condition?

Qty: 5 Price: $159.05
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (frc) 49
Descent into Avernus
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Enchantment
Descent into Avernus (clb) 169
Maximum Carnage
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add
.
III — This Saga deals 5 damage to each opponent.
Enchantment - Saga
Maximum Carnage (spm) 83
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdc) 282
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 246

Win Condition?

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Sideboard

Qty: 3 Price: $18.37
Clown Car
When this Vehicle enters, roll X six-sided dice. For each odd result, create a 1/1 white Clown Robot artifact creature token. For each even result, put a +1/+1 counter on this Vehicle.
Crew 2
Artifact - Vehicle
Clown Car (unf) 186
Stonecoil Serpent
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Creature Artifact - Snake
Stonecoil Serpent (soc) 356
Tempt with Vengeance
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
Sorcery
Tempt with Vengeance (tdc) 239

Sideboard

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Maybeboard

Qty: 15 Price: $74.48
Agitator Ant
At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Creature - Insect
Agitator Ant (mkc) 145
Altar of the Brood
Whenever another permanent you control enters, each opponent mills a card.
Artifact
Altar of the Brood (ktk) 216
Boltwave
Boltwave deals 3 damage to each opponent.
Sorcery
Boltwave (fdn) 79
Elturel Survivors
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Creature - Peasant Tiefling
Elturel Survivors (clb) 172
Genasi Enforcers
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
Creature - Elemental Shaman
Genasi Enforcers (clb) 177
Ghostfire Slice
Devoid (This card has no color.)
This spell costs
less to cast if an opponent controls a multicolored permanent.
Ghostfire Slice deals 4 damage to any target.
Instant
Ghostfire Slice (mh3) 123
Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon
Goldlust Triad (tdc) 34
Luck Bobblehead
: Add one mana of any color.
,
: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
Artifact - Bobblehead
Luck Bobblehead (pip) 135
Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Sorcery
Prisoner's Dilemma (mkc) 34
Rolling Earthquake
Rolling Earthquake deals X damage to each creature without horsemanship and each player.
Sorcery
Rolling Earthquake (2xm) 142
Rug of Smothering
Flying
Whenever a player casts a spell, they lose 1 life for each spell they've cast this turn.
Creature Artifact - Construct
Rug of Smothering (clb) 336
Shivan Devastator
Flying, haste
This creature enters with X +1/+1 counters on it.
Creature - Dragon Hydra
Shivan Devastator (fdc) 175
Storm World
At the beginning of each player's upkeep, this enchantment deals X damage to that player, where X is 4 minus the number of cards in their hand.
World Enchantment
Storm World (me3) 111
Wrathful Raptors
Trample
Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
Creature - Dinosaur
Wrathful Raptors (lcc) 88
Wrathful Red Dragon
Flying
Whenever a Dragon you control is dealt damage, it deals that much damage to any target that isn't a Dragon.
Creature - Dragon
Wrathful Red Dragon (clb) 207

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
7 pips - 6 cards
85 mana - 83 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
12 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"So what is Q, and why is he a cool commander? For the first question, Q is a Q. Says it right there in its creature type. For the second question, he is very cool because he flips a fundamental part of commander on its head. \n\nCommander is a singleton format, Which means you typically (outside of niche cards like dragons approach and lands) can only play one of each uniquely named card. Q throws that out the window and says \"what if every card could be the same card?\" This fundamentally breaks commander in half. To say this is the best Q deck or even most unique would be an insult to the magnificence of \"YOUR WHOLE DECK CAN BE THE SAME CARD!\" The creative potential this weirdo can do is phenomenal. You could have had a 98 land deck and one card and just always play it if you wanted. However, I feel like thats a waste for two reasons.\n\nFirstly, If you happen to draw the card within the first 4 turns (thats 11 out of your 99 cards) you just auto lose. Thats a 1/9 chance (about 11% chance to lose on the spot). Thats some BS without some redundancy. You need at least 5 win conditions (and the hindsight to mulligan away hands with any win conditions in them) to have a (mostly) guaranteed way into the game. \n\nSecondly, I am usually a very stubborn hater of tutors. I dislike when every game of commander has the exact same gameplan with basically no alteration for fear of being suboptimal. Secret commanders aside, its kind of a lame way to play to me. Commander is at its peak when you have to figure out a plan on the fly, or pick up the pieces after someone throws a wrench in the works. \n\nNow that all that is out of the way, let's start by choosing one of the 3 cards in the sideboard to add to the deck. There isn't really a right answer, but kind of get the vibe from the table before hand to see what kind of game they want to play. For fun people, Tempt is good. For boring people, Stonecoil is good. For something in between, grab the Clown Car. \n\nA lot of your lands are your actual \"interaction\" which is... a little rough if I'm honest. But, its better than nothing. You bite the bullet for meme potential.\n\nHere are the following win conditions, feel free to swap any/all for your favorite red/colorless card(s):\nThe One Ring, if you hit it, you literally just cast it every turn and let the fools kill each other. AFK farm, tap it if you really need to draw a card but try to avoid it if you can. You don't want to overcommit and die to burden counters. Try to get at least 8 mana on board so you can just cast it whenever. Given that you are immortal for most of the turns (turn 4 you cast commander, should have 7 cards in hand. ) Turn 5 and after you have to use two cards per turn to keep up, but you should still have 3 cards in hand by the time you play 8 turns/lands. After that, you can just chill and cast one per turn. Only cast a second if you get counterspelled. You need to maintain as many cards as possible, so stop playing lands at that point. You can burn up to 3 counterspells this way. This is countered by \"win the game\" or \"Loss of life\" effects. If it gets through protection from everything, it gets through this. If you are immune to everything, people will (inevitably) deck themselves out as they definitely have more draw than you ever will. Otherwise they will scoop because no one in their right mind will play out a game intended to last until all cards are drawn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursed Mirror lets you make a copy of your commander, which is neat. It lets you also make a copy of whatever big creature is on board, and serves as ramp afterward. Making a copy of your commander lets you get \"infinite\" copies of another win condition which is pretty nice. If you do it enough times, you have access to your whole deck! WOO! but the downside is that you are burning cards to do this. This is likely the weakest of the game winners. Venser would likely be better for a number of reasons, but thats a different deck for a different time. Gotta get lucky and find a draw spell if you want to maintain card advantage with just the mirror which is what really matters with this deck. Which is why..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scrawling Crawler. This is a creature and therefore more volatile, but it lets you draw and burn simultaneously. Also serves as impromptu blockers, and thanks to the card draw, you get to go neutral and not lose out on cards when you play lands for turn. You have a few lands that allow you to interact, so feel free to use them! This is also a deck that really likes the dumb lands such as glacial chasm, so that you can ignore the consequences of your actions for a few turns and freely let your commander die to get access to new cards. You only care about his ETB, so don't stress if someone removes him or board wipes. Crawler just gives too much value to ignore. Always happy to cast it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Descent into Avernus. This is one that everyone loves, and you really won't be targeted until its too late. You get one down on turn 5... \"I love that card!\" Everyone takes 2 on your upkeep, you put 2 down on turn 6 \"MORE MONEY! YAY!\" Everyone takes 8 on your next upkeep, Turn 7 \"Wait a minute he has way too much damage and he has no blockers. GET HIM!\" Although you cast another 5 on that turn. If they do not kill you now, when you hit turn 8, everyone is going to take 24 damage. This means you have dealt a total of 34 with Descent. It isn't quite a kill, but people take little bits of chip during games and this will likely end the game (def you). If you are goated and have glacial chasm, you will in fact just win since taking like 4 damage is so much better than taking a gazillion when people see you as a threat. Very funny, likely will not win, but it will end the game very quickly one way or another."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tempt with Vengeance is very interesting. Essentially, you get to ignore the normal card disadvantage and just play a super big x spell every turn. If you are lucky or people are greedy (especially the first time) they will probably say \"cool, I'll take 4 tokens as blockers or sac fodder. Who cares?\" this is especially true if you promise not to swing at them this turn. If no one ever takes this, its basically just a really slow \"I make some blockers\" every turn that isn't doing a whole lot else. Its not terrible, it will keep you alive from fighting against things that don't ignore your blockers, but is otherwise just a slower \"big ball of death\" win condition. Alternatives to this are Stone Coil Serpent, which is effectively just a \"go tall\" approach that is also a great blocker and has trample, and Clown Car, which is really a mix of both strategies, albeit the blockers aren't as good. Whichever option you choose, be wary of board wipes... is what I would say if you didn't just cast it again the following turn. All are reasonable options, pick your poison. I chose tempt because it is really funny when people take the temptation. X spells are great when you always have access to them and they protect you at the same time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maximum Carnage is a pretty good win condition, albeit slow. Its similar to The One Ring, except you are actually doing something at the same time. Due to it making its own mana, you really only want the ability to cast this twice per turn, which is easy enough given that you only have to play two more lands (two turns away) to get this to happen. You always want the first trigger to pop off, as it is essentially just mono red Kardur (love that guy), everyone has to fight each other and not you. Then you get mana to play it again next turn. Then you finally deal damage to everyones elses face. as long as you can cast this once per turn, you will eventually win. If you need draw you will have to rely on lands or The One Ring or some other source. But once you have enough mana to get two on the field per turn (should one of them be countered) you should be pretty safe. JUST REMEMBER TO KEEP YOUR CARD ADVANTAGE! ITS VERY IMPORTANT JUST LIKE ONE RING!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finally, we get to the meme pick. Share the spoils. This is not a game winning card, you do not know what is in their decks and you do not make more mana than they do. But what you *can* do is dump a lot of mana and card advantage into these bad boys to get essentially 4 more cards (one is your mountain for turn) every turn! Just remember that they all belong in different \"spoil\" piles. This is way more for memes and fun, and not actually intended to win the game. If people see you doing this, they may just leave you alone, and if they don't play their own cards, it's SUPER funny. People can only play these cards on THEIR TURN, so any instants that are stuck in there are usually useless... unless you are mean and want to cast their interaction on your own turn, which is really funny. Hilarious for everyone to see a counterspell and going \"Huh. We cant stop them can we?\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWin Conditions that belong in honorable mentions that I like, but could not justify adding to the deck.\nAgitator ant is effectively just a worse max carnage in that it goads like one creature at a time, but it does make your own ants huge! the problem is that people will eventually just... not take the counters and swing at you with a gigantic flyer. Or a board wipe will happen. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Altar of the brood is great since you get to keep playing it and having MULTIPLE copies is dumb. The problem is that you don't have draw, so casting multiple copies eventually turns into just one per turn and you don't have the steam to close out the game. Also mill hates shuffle graveyard effects, and people enjoy eldrazi enough to make it pretty hard to have as a main win condition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boltwave and its cousin Ghostfire Slice are basically just \"I will now do a lot burn\". Boltwave hurts everyone, but you do not have the cards in hand to win off of it, and ghostfire is a lot of burn to \"that guy in particular\" which is honestly kind of rude in a commander setting and will get you SUPER KILLED by that guy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elturel Survivors/Genasi Enforcers/Goldlust Triad are all effectively the same card for the purposes of this deck. Big myriad that either goes over the top via too many tokens (genasi), big trample (Elturel), or evasion (Goldlust), they just all seem too slow to me to justify running and they lose out pretty hard when someone board wipes since you do not have the draw to keep up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Luck Bobblehead is actually super interesting, since most people just kind of ignore it and it has the ability to let you cast a second one right away on turn 5. They start stacking up quickly and let you do a funny thing where you try several times to just win the game on the spot. It will prob never happen (statistically speaking, its BS without rerolling dice, like 1 in 300,000). But people will prob let you try just because of the dream"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Earthquake is kind of mean and makes everyone else hate you. You constantly board wipe and are playing to kill everyone at once. It takes a long time to actually get reasonable damage, and if someone has haste or indestructible they WILL kill you first because of your trolling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rug of smothering was considered an alternate for Scrawling Crawler due to its burn being insane with multiple copies, but due to its nature as a stax piece, people would rather just swing at you than actually cast it. Also, you are probably only casting one per turn unless you want to ***DIE.*** this is more resistant to board wipes since no one wants to play spells in the first place, but someone would happily eat like 3 damage to face if it meant they could play more than one spell per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shivan devestator was essentially an alternate for the sideboards since it has haste and evasion... but its just too slow and has no good protection/fun factor like the sideboard options do."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Storm World is a very cool effect that sadly hurts you just as bad as it can hurt enemies. You can prob get like 3 or 4 of these down and it makes the game really interesting since people want to conserve cards not take damage, but also need to cast to conserve tempo. Super interesting. The problem is that they just swing on you since its effectively just a stax piece and stax players deserve death. Though this piece at least says \"hey, play it if you want, I won't stop you\"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Wrathful Raptors may be the best for last, as they stack exponentially. With 1 raptor, sure, it takes 5 damage and deals 5. With 2 raptors, if they both take damage, they both deal that much damage *twice*. You may see where this is going. If you have 3 raptors and someone were to cast something like, say, blasphemous act... you would be dealing 117 damage from 9 different triggers (each one being 13 damage) which is basically gonna win the game. That said, you don't have blasphemous act. There is a world where you add it to the deck. Do not do that. Its evil."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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