87 views23 hrs ago
Commander
Size: 100Salt sum: 32.55
No deck tags
 avatar

ClanClasherBigK

87 views23 hrs ago
Commander
Size: 100Salt sum: 32.55
No deck tags

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

Lavinia of the Tenth
Protection from red
When Lavinia enters, detain each nonland permanent your opponents control with mana value 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Legendary Creature - Human Soldier
Lavinia of the Tenth (clu) 199

Commander

(Ctrl to add secondary)
Blue Elemental Blast
Choose one —
• Counter target red spell.
• Destroy target red permanent.
Instant
Blue Elemental Blast (a25) 43
Celestial Purge
Exile target black or red permanent.
Instant
Celestial Purge (mm2) 11
Change the Equation
Choose one —
• Counter target spell with mana value 2 or less.
• Counter target red or green spell with mana value 6 or less.
Instant
Change the Equation (mom) 50
Chill
Red spells cost
more to cast.
Enchantment
Chill (6ed) 60
Circle of Protection: Red
: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
Circle of Protection: Red (9ed) 11
Douse
: Counter target red spell.
Enchantment
Douse (usg) 70
Dragon's Claw
Whenever a player casts a red spell, you may gain 1 life.
Artifact
Dragon's Claw (m12) 206
Flash Flood
Choose one —
• Destroy target red permanent.
• Return target Mountain to its owner's hand.
Instant
Flash Flood (me3) 35
Greater Realm of Preservation
: The next time a black or red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
Greater Realm of Preservation (me1) 13
High Seas
Red creature spells and green creature spells cost
more to cast.
Enchantment
High Seas (mmq) 83
Hydroblast
Choose one —
• Counter target spell if it's red.
• Destroy target permanent if it's red.
Instant
Hydroblast (ema) 55
Justice
At the beginning of your upkeep, sacrifice this enchantment unless you pay
.
Whenever a red creature or spell deals damage, this enchantment deals that much damage to that creature's or spell's controller.
Enchantment
Justice (5ed) 41
Knockout Blow
This spell costs
less to cast if it targets a red creature.
Knockout Blow deals 4 damage to target attacking or blocking creature and you gain 2 life.
Instant
Knockout Blow (snc) 20
Ray of Frost
Flash
Enchant creature
When this Aura enters, if enchanted creature is red, tap it.
As long as enchanted creature is red, it loses all abilities.
Enchanted creature doesn't untap during its controller's untap step.
Enchantment - Aura
Ray of Frost (afr) 68
Red Scarab
Enchant creature
Enchanted creature can't be blocked by red creatures.
Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.
Enchantment - Aura
Red Scarab (ice) 49
Red Ward
Enchant creature
Enchanted creature has protection from red. This effect doesn't remove this Aura.
Enchantment - Aura
Red Ward (4ed) 44
Warmth
Whenever an opponent casts a red spell, you gain 2 life.
Enchantment
Warmth (6ed) 52

Anti Commie

(Ctrl to add secondary)
Azorius Arrester
When this creature enters, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature - Human Soldier
Azorius Arrester (clu) 54
Inaction Injunction
Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Draw a card.
Sorcery
Inaction Injunction (rtr) 41
Lyev Decree
Detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
Sorcery
Lyev Decree (dgm) 3
Lyev Skyknight
Flying
When this creature enters, detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Creature - Human Knight
Lyev Skyknight (2x2) 246
Martial Law
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Enchantment
Martial Law (rtr) 14
New Prahv Guildmage
: Target creature gains flying until end of turn.
: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Creature - Human Wizard
New Prahv Guildmage (rtr) 181
Tax Collector
When this creature enters, choose one —
• Tax — Until your next turn, spells your opponents cast cost
more to cast.
• Arrest — Detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature - Human Advisor
Tax Collector (acr) 9

Capture The Commies

(Ctrl to add secondary)
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (m3c) 316
Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (rvr) 272
Glacial Floodplain
(
: Add
or
.)
This land enters tapped.
Snow Land - Plains Island
Glacial Floodplain (khm) 257
Homeward Path
: Add
.
: Each player gains control of all creatures they own.
Land
Homeward Path (c16) 301
Idyllic Beachfront
(
: Add
or
.)
This land enters tapped.
Land - Plains Island
Idyllic Beachfront (fic) 404
Island
(
: Add
.)
Basic Land - Island
Island (rav) 291
Plains
(
: Add
.)
Basic Land - Plains
Plains (rav) 289
Razortide Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Razortide Bridge (pip) 281
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (one) 258
Sejiri Refuge
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Sejiri Refuge (zen) 224
Tranquil Cove
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Tranquil Cove (tdm) 270

Land

(Ctrl to add secondary)
Alchor's Tomb
,
: Target permanent you control becomes the color of your choice. (This effect lasts indefinitely.)
Artifact
Alchor's Tomb (leg) 272
Blind Seer
: Target spell or permanent becomes the color of your choice until end of turn.
Legendary Creature - Human Wizard
Blind Seer (inv) 47
Distorting Lens
: Target permanent becomes the color of your choice until end of turn.
Artifact
Distorting Lens (8ed) 299
Dream Coat
Enchant creature
: Enchanted creature becomes the color or colors of your choice. Activate only once each turn.
Enchantment - Aura
Dream Coat (leg) 51
Prismatic Lace
Target permanent becomes the color or colors of your choice. (This effect lasts indefinitely.)
Instant
Prismatic Lace (mir) 84
Quickchange
Target creature becomes the color or colors of your choice until end of turn.
Draw a card.
Instant
Quickchange (rav) 62
Sisay's Ingenuity
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has "
: Target creature becomes the color of your choice until end of turn."
Enchantment - Aura
Sisay's Ingenuity (pls) 33
Sway of Illusion
Any number of target creatures become the color of your choice until end of turn.
Draw a card.
Instant
Sway of Illusion (inv) 77
Tidal Visionary
: Target creature becomes the color of your choice until end of turn.
Creature - Wizard Merfolk
Tidal Visionary (inv) 80
Vodalian Mystic
: Target instant or sorcery spell becomes the color of your choice.
Creature - Wizard Merfolk
Vodalian Mystic (apc) 33

McCarthyism

(Ctrl to add secondary)
Absolute Law
All creatures have protection from red.
Enchantment
Absolute Law (usg) 2
Auriok Champion
Protection from black and from red
Whenever another creature enters, you may gain 1 life.
Creature - Human Cleric
Auriok Champion (ima) 9
Burrenton Forge-Tender
Protection from red
Sacrifice this creature: Prevent all damage a red source of your choice would deal this turn.
Creature - Wizard Kithkin
Burrenton Forge-Tender (ima) 14
Cerulean Drake
Flying
Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.)
Sacrifice this creature: Counter target spell that targets you.
Creature - Drake
Cerulean Drake (m20) 53
Crimson Acolyte
Protection from red
: Target creature gains protection from red until end of turn.
Creature - Human Cleric
Crimson Acolyte (inv) 11
Defender of Law
Flash
Protection from red
Creature - Human Knight
Defender of Law (ulg) 5
Disciple of Law
Protection from red
Cycling
(
, Discard this card: Draw a card.)
Creature - Human Cleric
Disciple of Law (usg) 11
Fiendslayer Paladin
First strike (This creature deals combat damage before creatures without first strike.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
This creature can't be the target of black or red spells your opponents control.
Creature - Human Knight
Fiendslayer Paladin (e01) 8
Freewind Falcon
Flying, protection from red
Creature - Bird
Freewind Falcon (vis) 5
Kor Firewalker
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
Creature - Soldier Kor
Kor Firewalker (a25) 21
Paladin en-Vec
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
Creature - Human Knight
Paladin en-Vec (tpr) 23
Pilgrim of Justice
Protection from red
, Sacrifice this creature: The next time a red source of your choice would deal damage this turn, prevent that damage.
Creature - Human Cleric
Pilgrim of Justice (ody) 40
Repentant Blacksmith
Protection from red
Creature - Human
Repentant Blacksmith (5ed) 54
Silver Knight
First strike, protection from red
Creature - Human Knight
Silver Knight (ddg) 8
Suq'Ata Firewalker
This creature can't be the target of red spells or abilities from red sources.
: This creature deals 1 damage to any target.
Creature - Human Wizard
Suq'Ata Firewalker (mir) 94
Vedalken Outlander
Protection from red
Creature Artifact - Scout Vedalken
Vedalken Outlander (con) 132

Protection for Commies

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (trc) 485
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (frc) 53
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (trc) 497
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (trc) 508

Ramp

(Ctrl to add secondary)
Conjurer's Closet
At the beginning of your end step, you may exile target creature you control, then return that card to the battlefield under your control.
Artifact
Conjurer's Closet (drc) 126
Disorder in the Court
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Disorder in the Court (mkc) 209
Morningtide's Light
Exile any number of target creatures. At the beginning of the next end step, return those cards to the battlefield tapped under their owners' control.
Until your next turn, prevent all damage that would be dealt to you.
Exile Morningtide's Light.
Sorcery
Morningtide's Light (ecl) 27
Parallax Wave
Fading 5 (This enchantment enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Remove a fade counter from this enchantment: Exile target creature.
When this enchantment leaves the battlefield, each player returns to the battlefield all cards they own exiled with it.
Enchantment
Parallax Wave (vma) 37
Soulherder
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature.
At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Creature - Spirit
Soulherder (h1r) 30
Teleportation Circle
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Enchantment
Teleportation Circle (afr) 39
Thassa, Deep-Dwelling
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature.
At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control.
: Tap another target creature.
Legendary Creature Enchantment - God
Thassa, Deep-Dwelling (plst) THB-71
The Fall of Lord Konda
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile target creature an opponent controls with mana value 4 or greater.
II — Each player gains control of all permanents they own.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga
The Fall of Lord Konda // Fragment of Konda (neo) 12The Fall of Lord Konda // Fragment of Konda (neo) 12

Sharing is COMMUNIST talk

(Ctrl to add secondary)
Eliminate the Impossible
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Eliminate the Impossible (mkm) 54
Reasonable Doubt
Counter target spell unless its controller pays
.
Suspect up to one target creature. (A suspected creature has menace and can't block.)
Instant
Reasonable Doubt (mkm) 69

The two suspect card

(Ctrl to add secondary)

Deck Info

Deck stats

43 pips - 35 cards
24 mana - 24 cards
30 pips - 28 cards
24 mana - 24 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
4 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

This deck has no description

Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards