2.2k
5/6/2024
The Grand Charcuterie (Rocco, Street Chef EDH // High Power + Primer)
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $4884.59
Salt Sum: 39.91
2.2k
5/6/2024
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The Chef

Quantity: 1Price: $0.79
Rocco, Street Chef

At the beginning of your end step, each player exiles the top card of their library. Until your next end step, each player may play the card they exiled this way. Whenever a player plays a land from exile or casts a spell from exile, you put a +1/+1 counter on target creature and create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")

Creature
Rocco, Street Chef (mat) 94
1

Card Advantage

Quantity: 31Price: $2565.69
Apex Devastator

Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Multiple instances of cascade each trigger separately.)

Creature
Apex Devastator (cmr) 674
1
Creative Technique

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.) Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.

Sorcery
Creative Technique (c21) 376
1
Dance with Calamity

Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.

Sorcery
Dance with Calamity (moc) 116
1
Eladamri's Call

Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Instant
Eladamri's Call (a25) 203
1
Eldritch Evolution

As an additional cost to cast this spell, sacrifice a creature. Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.

Sorcery
Eldritch Evolution (slp) 5
1
Embrace the Unknown

Exile the top two cards of your library. Until the end of your next turn, you may play those cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Sorcery
Embrace the Unknown (otc) 64
1
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (j20) 2
1
Escape to the Wilds

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn. You may play an additional land this turn.

Sorcery
Escape to the Wilds (eld) 379
1
Esper Sentinel

Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays {X}, where X is Esper Sentinel's power.

Creature Artifact
Esper Sentinel (mh2) 328
1
Etali, Primal Conqueror

Creature
Etali, Primal Conqueror // Etali, Primal Sickness (mom) 298Etali, Primal Conqueror // Etali, Primal Sickness (mom) 298
1
Generous Patron

When Generous Patron enters the battlefield, support 2. (Put a +1/+1 counter on each of up to two other target creatures.) Whenever you put one or more counters on a creature you don't control, draw a card.

Creature
Generous Patron (bbd) 70
1
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 461
1
Ignite the Future

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs. Flashback {7}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Ignite the Future (j22) 555
1
Imperial Recruiter

When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 314
1
Inspired Tinkering

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Sorcery
Inspired Tinkering (clb) 183
1
Invasion of Kaldheim

Battle
Invasion of Kaldheim // Pyre of the World Tree (pmom) 145sInvasion of Kaldheim // Pyre of the World Tree (pmom) 145s
1
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (cmr) 668
1
Light Up the Stage

Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Light Up the Stage (prna) 107
1
March of Reckless Joy

As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.

Instant
March of Reckless Joy (neo) 386
1
Questing Druid

Creature
Questing Druid // Seek the Beast (woe) 294
1
Reckless Impulse

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Reckless Impulse (vow) 174
1
Rob the Archives

Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Exile the top two cards of your library. You may play those cards this turn.

Sorcery
Rob the Archives (snc) 122
1
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put Sensei's Divining Top on top of its owner's library.

Artifact
Sensei's Divining Top (2x2) 398
1
Showdown of the Skalds

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.

Enchantment
Showdown of the Skalds (pkhm) 229s
1
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (cc1) 5
1
Sylvan Tutor

Search your library for a creature card, reveal it, then shuffle and put that card on top.

Sorcery
Sylvan Tutor (j20) 8
1
Time of Need

Search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.

Sorcery
Time of Need (tsr) 369
1
Wheel of Fortune

Each player discards their hand, then draws seven cards.

Sorcery
Wheel of Fortune (g10) 7
1
Wheel of Misfortune

Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Sorcery
Wheel of Misfortune (sld) 1300
1
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 353
1
Wrenn's Resolve

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Wrenn's Resolve (mom) 173
1

Everything Else

Quantity: 8Price: $82.92
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 337
1
Dryad's Revival

Return target card from your graveyard to your hand. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Dryad's Revival (mid) 183
1
Eternal Witness

When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (sld) 1522
1
Graham O'Brien

Paradox — Whenever you cast a spell from anywhere other than your hand, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") Doctor's companion (You can have two commanders if the other is the Doctor.)

Creature
Graham O'Brien (who) 396
1
Noxious Revival

({G/P} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library.

Instant
Noxious Revival (sld) 1416
1
Peregrin Took

If one or more tokens would be created under your control, those tokens plus an additional Food token are created instead. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") Sacrifice three Foods: Draw a card.

Creature
Peregrin Took (ltr) 315
1
Regrowth

Return target card from your graveyard to your hand.

Sorcery
Regrowth (sta) 119
1
Roaming Throne

Ward {2} As Roaming Throne enters the battlefield, choose a creature type. Roaming Throne is the chosen type in addition to its other types. If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.

Creature Artifact
Roaming Throne (lci) 344
1

Interaction

Quantity: 7Price: $65.74
Clever Concealment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Instant
Clever Concealment (onc) 43
1
Contest of Claws

Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)

Sorcery
Contest of Claws (lcc) 24
1
Guff Rewrites History

For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.

Instant
Guff Rewrites History (cmm) 767
1
Haywire Mite

When Haywire Mite dies, you gain 2 life. {G}, Sacrifice Haywire Mite: Exile target noncreature artifact or noncreature enchantment.

Creature Artifact
Haywire Mite (bro) 199
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (sld) 364
1
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (sld) 1691
1
Zoyowa's Justice

The owner of target artifact or creature with mana value 1 or greater shuffles it into their library. Then that player discovers X, where X is its mana value. (They exile cards from the top of their library until they exile a nonland card with that mana value or less. They cast it without paying its mana cost or put it into their hand. They put the rest on the bottom in a random order.)

Instant
Zoyowa's Justice (lci) 173
1

Land

Quantity: 35Price: $887.66
Ancient Tomb

{T}: Add {C}{C}. Ancient Tomb deals 2 damage to you.

Land
Ancient Tomb (zne) 21
1
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
1
Battlefield Forge

{T}: Add {C}. {T}: Add {R} or {W}. Battlefield Forge deals 1 damage to you.

Land
Battlefield Forge (sld) 669
1
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard Boseiju, Who Endures: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 501
1
Bountiful Promenade

Bountiful Promenade enters the battlefield tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Land
Bountiful Promenade (zne) 20
1
Brushland

{T}: Add {C}. {T}: Add {G} or {W}. Brushland deals 1 damage to you.

Land
Brushland (bro) 298
1
City of Brass

Whenever City of Brass becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color.

Land
City of Brass (2x2) 403
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (sld) 1496
1
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (sld) 1231
1
Fire-Lit Thicket

{T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.

Land
Fire-Lit Thicket (exp) 29
1
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (exp) 39
1
Grove of the Burnwillows

{T}: Add {C}. {T}: Add {R} or {G}. Each opponent gains 1 life.

Land
Grove of the Burnwillows (zne) 25
1
Horizon Canopy

{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice Horizon Canopy: Draw a card.

Land
Horizon Canopy (ltc) 366
1
Karplusan Forest

{T}: Add {C}. {T}: Add {R} or {G}. Karplusan Forest deals 1 damage to you.

Land
Karplusan Forest (dmu) 379
1
Khalni Ambush

Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
1
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (sld) 1012a
1
Mossfire Valley

{1}, {T}: Add {R}{G}.

Land
Mossfire Valley (pip) 501
1
Overgrown Farmland

Overgrown Farmland enters the battlefield tapped unless you control two or more other lands. {T}: Add {G} or {W}.

Land
Overgrown Farmland (who) 506
1
Plaza of Heroes

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile Plaza of Heroes: Target legendary creature gains hexproof and indestructible until end of turn.

Land
Plaza of Heroes (dmu) 421
1
Rockfall Vale

Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 284
1
Rugged Prairie

{T}: Add {C}. {R/W}, {T}: Add {R}{R}, {R}{W}, or {W}{W}.

Land
Rugged Prairie (exp) 34
1
Sacred Foundry

({T}: Add {R} or {W}.) As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Sacred Foundry (rvr) 297
1
Shatterskull Smashing

Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 354Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 354
1
Spectator Seating

Spectator Seating enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {W}.

Land
Spectator Seating (cmm) 664
1
Spire Garden

Spire Garden enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (zne) 19
1
Stomping Ground

({T}: Add {R} or {G}.) As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Stomping Ground (rvr) 299
1
Sunbaked Canyon

{T}, Pay 1 life: Add {R} or {W}. {1}, {T}, Sacrifice Sunbaked Canyon: Draw a card.

Land
Sunbaked Canyon (who) 519
1
Sundown Pass

Sundown Pass enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {W}.

Land
Sundown Pass (who) 520
1
Sungrass Prairie

{1}, {T}: Add {G}{W}.

Land
Sungrass Prairie (pip) 1041
1
Sunscorched Divide

{1}, {T}: Add {R}{W}.

Land
Sunscorched Divide (pip) 445
1
Temple Garden

({T}: Add {G} or {W}.) As Temple Garden enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Temple Garden (rvr) 300
1
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 355Valakut Awakening // Valakut Stoneforge (znr) 355
1
Windswept Heath

{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (zne) 5
1
Wooded Bastion

{T}: Add {C}. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.

Land
Wooded Bastion (exp) 30
1
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (mh3) 467
1

Ramp

Quantity: 16Price: $1239.84
Academy Manufactor

If you would create a Clue, Food, or Treasure token, instead create one of each.

Creature Artifact
Academy Manufactor (mh2) 469
1
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (sld) 1492
1
Azusa, Lost but Seeking

You may play two additional lands on each of your turns.

Creature
Azusa, Lost but Seeking (sld) 1234
1
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 311
1
Bloom Tender

{T}: For each color among permanents you control, add one mana of that color.

Creature
Bloom Tender (sld) 284
1
Dockside Extortionist

When Dockside Extortionist enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Dockside Extortionist (2x2) 360
1
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (2xm) 351
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (sld) 1040
1
Jaheira, Friend of the Forest

Tokens you control have "{T}: Add {G}." Choose a Background (You can have a Background as a second commander.)

Creature
Jaheira, Friend of the Forest (clb) 409
1
Lotus Petal

{T}, Sacrifice Lotus Petal: Add one mana of any color.

Artifact
Lotus Petal (mps) 15
1
Mana Crypt

At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you. {T}: Add {C}{C}.

Artifact
Mana Crypt (spg) 17
1
Night of the Sweets' Revenge

When Night of the Sweets' Revenge enters the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.") Foods you control have "{T}: Add {G}." {5}{G}{G}, Sacrifice Night of the Sweets' Revenge: Creatures you control get +X/+X until end of turn, where X is the number of Foods you control. Activate only as a sorcery.

Enchantment
Night of the Sweets' Revenge (woe) 178
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (sld) 1494
1
Talisman of Conviction

{T}: Add {C}. {T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you.

Artifact
Talisman of Conviction (sld) 1060
1
Talisman of Impulse

{T}: Add {C}. {T}: Add {R} or {G}. Talisman of Impulse deals 1 damage to you.

Artifact
Talisman of Impulse (sld) 1055
1
Talisman of Unity

{T}: Add {C}. {T}: Add {G} or {W}. Talisman of Unity deals 1 damage to you.

Artifact
Talisman of Unity (sld) 1056
1

Win Conditions

Quantity: 2Price: $38.98
Aetherflux Reservoir

Whenever you cast a spell, you gain 1 life for each spell you've cast this turn. Pay 50 life: Aetherflux Reservoir deals 50 damage to any target.

Artifact
Aetherflux Reservoir (brr) 65
1
Crackle with Power

Crackle with Power deals five times X damage to each of up to X targets.

Sorcery
Crackle with Power (otp) 22
1

Optional Choices

Quantity: 25Price: $834.66
Annie Joins Up

When Annie Joins Up enters the battlefield, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time.

Enchantment
Annie Joins Up (otj) 347
1
Bennie Bracks, Zoologist

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) At the beginning of each end step, if you created a token this turn, draw a card.

Creature
Bennie Bracks, Zoologist (ncc) 94
1
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (rvr) 432
1
Crystalline Crawler

Converge — Crystalline Crawler enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. Remove a +1/+1 counter from Crystalline Crawler: Add one mana of any color. {T}: Put a +1/+1 counter on Crystalline Crawler.

Creature Artifact
Crystalline Crawler (pz2) 69
1
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 402
1
Dispatch

Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature.

Instant
Dispatch (pip) 687
1
Dusk Legion Duelist

Vigilance Whenever one or more +1/+1 counters are put on Dusk Legion Duelist, draw a card. This ability triggers only once each turn.

Creature
Dusk Legion Duelist (mom) 344
1
Fathom Fleet Swordjack

Whenever Fathom Fleet Swordjack attacks, it deals damage to the player or planeswalker it's attacking equal to the number of artifacts you control. Encore {5}{R} ({5}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Creature
Fathom Fleet Swordjack (cmr) 177
1
Fomori Vault

{T}: Add {C}. {3}, {T}, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.

Land
Fomori Vault (big) 59
1
Gamble

Search your library for a card, put that card into your hand, discard a card at random, then shuffle.

Sorcery
Gamble (sld) 188
1
Incubation Druid

{T}: Add one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Creature
Incubation Druid (prna) 131s
1
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (cns) 147
1
Mox Amber

{T}: Add one mana of any color among legendary creatures and planeswalkers you control.

Artifact
Mox Amber (brr) 98
1
Mox Opal

Metalcraft — {T}: Add one mana of any color. Activate only if you control three or more artifacts.

Artifact
Mox Opal (mps) 19
1
Paradise Mantle

Equipped creature has "{T}: Add one mana of any color." Equip {1}

Artifact
Paradise Mantle (sld) 1236
1
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (pf20) 1
1
Runaway Steam-Kin

Whenever you cast a red spell, if Runaway Steam-Kin has fewer than three +1/+1 counters on it, put a +1/+1 counter on Runaway Steam-Kin. Remove three +1/+1 counters from Runaway Steam-Kin: Add {R}{R}{R}.

Creature
Runaway Steam-Kin (pgrn) 115s
1
Sarinth Steelseeker

Whenever an artifact enters the battlefield under your control, look at the top card of your library. If it's a land card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.

Creature
Sarinth Steelseeker (bro) 189
1
Sergeant John Benton

Trample, haste Share Intelligence — Whenever Sergeant John Benton deals combat damage to a player, you and that player each draw that many cards.

Creature
Sergeant John Benton (who) 1032
1
Share the Spoils

When Share the Spoils enters the battlefield or 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 Share the Spoils, 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) 303
1
Skullwinder

Deathtouch When Skullwinder enters the battlefield, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.

Creature
Skullwinder (clb) 256
1
Springleaf Drum

{T}, Tap an untapped creature you control: Add one mana of any color.

Artifact
Springleaf Drum (brr) 118
1
Tangled Florahedron

Creature
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211
1
Treasonous Ogre

Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Pay 3 life: Add {R}.

Creature
Treasonous Ogre (plst) CNS-36
1
Winds of Abandon

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Winds of Abandon (mh1) 37
1

Tokens & Extras

Quantity: 3Price: $2.97
Clue

{2}, Sacrifice this artifact: Draw a card.

Artifact Token
Clue (tmkm) 14
1
Food

{2}, {T}, Sacrifice this artifact: You gain 3 life.

Artifact Token
Food (tltr) 9
1
Treasure

{T}, Sacrifice this artifact: Add one mana of any color.

Artifact Token
Treasure (tltr) 12
1

Deck Stats

Deck extras (0)
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Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"POWER LEVEL"},{"insert":": 8/10 (Consistently gets a Turn 6 win, give or take a turn. Turn 4 is the fastest time to win.)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DECK TYPE"},{"insert":": Artifact, Food, Token, Exile, Spellslinger, Storm, Group Hug\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PLAYSTYLE"},{"insert":": This deck plays very much like a Naya Storm deck, in which you chain together draw and play from exile cards while making use of explosive mana to play an absurd number of cards each turn. In doing so, with your Commander, you'll be producing a large number of Food and other Artifact tokens, which act as mana producers to extend gameplay as well as act as the core to your win conditions. Turns tend to be long, and close analysis of sequencing and resource management is required to optimize your turns.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DESCRIPTION"},{"insert":": This is a Storm deck moonlighting as a Food/Artifact deck that establishes a resource loop as soon as possible through the generation of a steady flow of exiled card advantage cards in order to create Food, which will then be converted into mana for use of other card advantage cards. By doing so, the aim is to create a critical mass of Food tokens or to maximize your Storm count in order to utilize one of your two win conditions to close out games. This deck tends to be highly involved and complicated: turns never seem to see an end with you either winning or decking out, and typically you'll find yourself juggling about a dozen triggers with each card played from exile. The deck is highly consistent and churns through the deck like butter, so please play at your own risk.\n\nIf you are familiar with my other Faldorn deck (See \"Wolftide Storm\" for more information), this deck plays virtually the same with the exception of the increased amount of complexity due to your having to juggle about 6x the number of triggers and having to manage three different types of tokens as opposed to one. However, it is more resilient to board wipes than that deck; has access to a wider variety of cards due to having White as a color identity; and runs more smoothly due to your opponent also assisting you with the token generation because of the nature of Rocco.\n\nThe majority of the cards in the \"Card Advantage\" section need no explanation: they all exist as a means by which to burn through your deck as quickly as possible while providing you with a wealth of options to play from. How this differs from Faldorn is that many of this deck's card draw cards trigger off of your opponents playing cards that Rocco provides (Such as Generous Patron, Bennie Bracks, Zoologist, Dusk Legion Duelist, Sarinth Steelseeker, and Quicksmith Genius), so you can afford to do less all while still generating a great deal of card advantage. Sarinth Steelseeker and Quicksmith Genius are particularly special because should you have additional token generators (Such as Peregrin Took, Graham O'Brien, and Academy Manufactor), you will often find yourself having upwards of 9 triggers for each of these cards, allowing you to dig through your deck at lightning speed with each exile cast. Esper Sentinel needs no introduction, but this card is made even more potent due to Rocco's ability to buff him up to make the tax harder to pay.\n\nBoth Jaheira, Friend of the Forest, and Academy Manufactor are the most important cards of this deck, as they generate the most mana, and having them together on the board typically will spell a win unless you somehow hit none of your 30+ card advantage cards. There are plenty of cards to find them in this deck, and even if your opponents wisen up and remove them, you still have a wealth of recursion cards to get them back or backup plans in the form of Night of the Sweets' Revenge and Inspiring Statuary.\n\nI've found that Delney, Streetwise Lookout and Roaming Throne (to a lesser degree) have been ridiculously critical to this deck, definitely amongst the top five best cards after the likes of Jaheira, Academy Manufactor, and the like. Both Delney and Roaming Throne double the effects of Rocco, allowing everybody to have two extra cards to play and producing two Food tokens with each card played from exile. More importantly, this allows your best draw card in your deck, Generous Patron, to produce a ridiculous four card draw for each card played from exile, as it doubles on top of the doubling on Rocco.\n\nGenerally speaking, your first 4-5 turns are spent doing the following: 1.) getting your Commander out as soon as possible; 2.) getting your nonessential pieces out (i.e. Ramp, doublers, and cards that fill your Exile zone; be sure to sandbag Jaheira and Academy Manufactor until you're ready to pop off); and 3.) playing as many cards from exile as possible. Once you have about 6-8 Food tokens, from my experience, you should be ready to slam on the gas and utilize cards like Jaheira, Friend of the Forest, Academy Manufactor, Birgi, God of Storytelling, Generous Patron, Jeska's Will, Apex Devastator, Etali, Primal Conqueror, Delney, Streetwise Lookout, Peregrin Took, Dockside Extortionist, Night of the Sweets' Revenge and so on to turbo into a win. From my literal hundreds of times playtesting this deck, I can say with confidence that you will win from this position in 90% of circumstances if interrupted; the other 10% are the times I exiled ten lands in a row and have no further plays to make.\n\nSomething amusing to keep in mind when it comes to Aetherflux Reservoir is that even if you somehow have an exceptionally low Storm count, you can still win by using your wealth of mana to eat all of the Food to blast your opponents away using caloric, high fructose lasers.\n\nThis deck is built for speed and consistency, so \"dead\" cards like removal spells were forgone for card advantage cards as the best removal is player removal. However, if you're reluctant to play such a small package of interaction cards, by all means, cut cards like Share the Spoils for more interaction. However, just keep in mind that interaction cards do not further your gameplan and will actively slow your deck down; I have found the best way to win is not by stopping your opponents but by racing to the finish line long before they can. Still, removal is a necessary evil in this deck just in case you run into Stax pieces, and so to offset the fact that lands and removal cards are essentially dead cards, I've tried constructing the deck in a way so that removal is built into lands or other cards incidentally, which also helps turn lands into castable, useful cards. Also, keep in mind that with the explosive draw power this deck has, despite having very few interaction cards, you will see them every game because of how deeply you dig through your deck. In fact, you will likely deck yourself out every game you pop off.\n\nAgain, I'd like to reiterate that if you thought the Faldorn or other Storm decks have long, obnoxious, and complicated turns, this deck is even worse. I do not exaggerate when I say that the amount of bookkeeping you have to do to manage your triggers and token production is akin to managing an actual restaurant of your own. You will very likely miss triggers, and it will likely not matter in the long run. Play Faldorn or Pia Nalaar instead if you just want to unga bunga play creatures, swing out for game.\n\n* ~ * ~ *~ * ~ *~ * ~ * ~ * ~ *\n\n"},{"attributes":{"bold":true},"insert":"Cards you're looking for in the order of importance: Jaheira = Night of the Sweets' Revenge > Academy Manufactor > Generous Patron > Delney > Birgi. Once you get a small collection of two or three of these cards out, you are virtually guaranteed to deck yourself out unless you somehow did not draw into any of your 30+ card advantage cards."},{"insert":"\n\n* ~ * ~ *~ * ~ *~ * ~ * ~ * ~ *\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Individual Card Breakdown/Thoughts/Experiences"},{"insert":":\n\n"},{"attributes":{"underline":true},"insert":"Jaheira, Friend of the Forest/Night of the Sweets' Revenge/Academy Manufactor"},{"insert":": The best cards in the deck, the cards you're actively looking for in order to win. Jaheira is obviously better than Night of the Sweets' Revenge because Jaheira allows all types of tokens to be tapped, but I would argue that she's also better then Academy Manufactor, as well. Although Academy produces all types of mana, triples your token production, and gives you access to card draw on top of that, it is a very close second to Jaheira for this one reason: if your opponent decides to respond to Jaheira by removing her, you have the option of tapping all your tokens for mana to float them; you won't have that chance with Academy, making it significantly more vulnerable. Speaking of vulnerable, you never want to play any of these cards until you have a critical mass of Food tokens, else you risk having your MVP at risk for removal; 6-8 Food tokens, I find, is enough to storm off to a win. Also, I found in testing that your opponents could literally play nothing from exile and you'll still have no trouble storming off, so if they decide to try to metagame you by ignoring the exiled cards, hey, free card advantage, their loss.\n\n"},{"attributes":{"underline":true},"insert":"Delney, Streetwise Lookout/Roaming Throne"},{"insert":": Absolutely cracked cards, unbelievable that they printed one and then the literal better version of it the set afterwards. Delney is better because it's 3 CMC vs 4; that's it, and it makes all the difference in a deck this low to the ground. Both of them have the obvious benefit of doubling the number of cards exiled by Rocco and doubling your Food production. But here's a neat trick: If you declare Elf for Roaming Throne, both of these cards also double the effect of Generous Patron, as well. With either of those cards, Rocco will place two +1/+1 tokens on your opponents' creatures, which triggers Generous Patron. Generous Patron's trigger will double as well, allowing you to draw a total of 4 cards every time you play a card from exile. Ridiculous.\n\n"},{"attributes":{"underline":true},"insert":"Generous Patron"},{"insert":": I must be missing something, because this is the best draw card in this deck, and yet it's not topping in any Rocco deck on EDHRec. Need I explain why? You draw a card for every card played from exile, and with either Delney or Roaming Throne out, you draw a minimum of 4 cards each played card. This card makes it trivial to deck yourself out, and you'll likely have to hold back on placing counters on opponents' creatures to avoid doing so.\n\n"},{"attributes":{"underline":true},"insert":"Birgi, God of Storytelling"},{"insert":": This card takes second fiddle to the Big 3, but it's still one of the best cards in this deck. I don't know if you've noticed, but I've paid close attention to make sure that the majority of the cards in this deck require either Red or Green mana. Since Jaheira and the like produce only Green mana, you're likely to be bottlenecked by other colors. Birgi, however, lets you avoid most of those issues by producing Red on the side and effectively reducing all card costs by 1 mana. Also, slapping down the big haymakers like Etali or Apex Devastator results in free mana being produced from casting cards for free.\n\n"},{"attributes":{"background":"rgba(0, 0, 0, 0.05)","color":"#dddddd"},"insert":"There's also the flip side of the card, as well, that's especially crucial for giving you the card advantage necessary to extend plays. Honestly, I find it just as useful as the front side: use your best judgement to decide whether you need mana or card advantage in the moment - a bad call will end up bottlenecking your plays and forcing an early end to your turn, so decide wisely. A rule of thumb is if A"},{"insert":"cademy Manufactor"},{"attributes":{"background":"rgba(0, 0, 0, 0.05)","color":"#dddddd"},"insert":" is out, chances are you don't need the front side."},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Peregrin Took"},{"insert":": This card is interesting: while it may not be as explosive as Delney or Roaming Throne, it isn't a trigger that adds an additional trigger; it's effectively a Food doubler, a 3 CMC Anointed Procession that's easily tutorable. Also, card draw on the Foods you already tapped for mana? Ridiculous, but you better be making sure you win the turn you start sacrificing Food.\n\n"},{"attributes":{"underline":true},"insert":"Eternal Witness/Regrowth/Skullwinder/Bala Ged Recovery/Noxious Revival/Dryad's Revival"},{"insert":": The secret MVP of the deck, the single reason why I started loving Green despite disliking it for years after playing Black, Blue, and White for so long. I always include a small Recursion package in all my Green decks because of the ridiculous resilience it gives your deck. In the worst case scenario, they allow you to play through removal and Counterspells in order to continue making plays; in the best case scenario, they allow you to play the best cards in your deck again. Chances are, the reason why a card is in your graveyard is because it is good, and it is worth playing. Recursion lets you play them again. And again. And again. Noxious Revival also has the benefit of stacking your deck to abuse cards like Apex Devastator and Etali. I've resolved cards like Jeska's Will, Dockside, Apex Devastator, Dance With Calamity, and so on 3-5 times in a single game before. Constantly and consistently, in fact. I've played through removal, Counterspells, and board wipes without batting an eye. I've had an especially memorable game where somebody tried playing Farewell: I tried playing Teferi's Protection, got Counterspelled, then used Noxious Revival to place it back on top and used Sensei's Divining Top to draw it and play it again. Recusion wins games, folks. That being said, I wouldn't recommend playing more than five pieces or else they start getting bricky.\n\n"},{"attributes":{"underline":true},"insert":"Sensei's Divining Top"},{"insert":": An unusually potent card. What this lacks in raw strength and ability, it makes up in versatility. At baseline, it rearranges your top deck to exile, and it usually is used to make your topdeck exile cheaper by replacing the top card with itself. This is particularly useful if you have Peregrin Took or Delney out already so you could get two Food (and mana, by extension) from a single 1-drop. However, I've found that this card comes in clutch in those rare events that you exile nothing but Lands, and this card allows you to dig juuuust a little deeper to grab your next draw card.\n\n"},{"attributes":{"underline":true},"insert":"Bennie Bracks, Zoologist/Dusk Legion Duelist/The One Ring"},{"insert":": It'll make more sense in a moment why I'm grouping these into one category. All of these cards are incredibly powerful draw engines, drawing you a giant number of cards each game. However, due to the nature of how explosive this deck plays, they can also draw you jack-shit. Bennie Bracks draws you nothing the turn you pop off as you typically win the turn of; however, it at least acts as a free, no mana play from exile, so it's got that going for it. Dusk Legion Duelist will probably draw you a single card a game on average unless you played it early. The One Ring, wildly enough, is in the same boat: unless you played it early, it's most likely a 4 CMC draw 1 card, maybe draw 3, which is just an overpriced Harmonize. I will say this, however: The One Ring is useful in those situations in which your opponents somehow managed to get a board wipe in, and you need the card advantage to rebuild/recur/bounce back. I've never found any of these three cards to be the reason for a win or why I popped off, but they're barely good enough to make the cut.\n\n"},{"attributes":{"underline":true},"insert":"Sergeant John Benton"},{"insert":": This card makes the cut because of one word: Haste. If it weren't for that, it'd be too slow - this deck can't afford to wait a whole turn before doing anything unless that card is especially overpowered. With Haste, it enables this deck to be a 3-drop, draw god-knows-how-many cards to continue extending plays into the stratosphere. Recall that you're free to put the +1/+1 counters on this card.\n\n"},{"attributes":{"underline":true},"insert":"Sarinth Steelseeker"},{"insert":": Weird card, but it is tentatively very useful. On its own, it doesn't do a whole lot, and it almost feels like a win-more card because usually if you're getting a ton of benefit from this card, you're already producing a sufficiently ridiculous amount of value to win the game, anyway. However, in more testing, I found it to fill a very niche, very important role in the deck: filtering out dead cards. Even in winning, popped-off positions, there is a very real non-zero chance you could exile half a dozen lands in a row, and then you're forced to end your turn. This card lets you filter away dead lands or mana dorks that don't contribute to your gameplan in the mid- or late-game that threaten to end your turn even in a winning position.\n\n"},{"attributes":{"underline":true},"insert":"Talisman of Conviction/Talisman of Impulse/Talisman of Unity/Arcane Signet"},{"insert":": I realized they're bizarre adds, considering this is a Green deck, but hear me out. They have an advantage over the likes of Nature's Lore and mana dorks because: 1.) they're colorless to play, so they act as useful mana-filters in the mid- and late-game, unlike mana dorks that end up being dead cards; and 2.) they can't fail to find. One of the biggest threats to your end-game is having too much Green mana and not enough Red or White, and the artifact rocks remain useful for this singular purpose even towards the end of the game, allowing you to extend plays.\n\n"},{"attributes":{"underline":true},"insert":"Creative Technique"},{"insert":": This is an awkward card, but I think it tentatively makes the cut, at least until other cards like Wrenn's Resolve appear. 5 CMC is a hefty amount, but on average, playing Wrenn's Resolve along with two cards usually adds up to around that number, anyway, so the math checks out on paper. Time will tell if it continues to make the cut. That being said, this card is basically Apex Devastator at home, and keep in mind that you make Food off of your opponent's Demonstrate, too, so that's neat.\n\n"},{"attributes":{"underline":true},"insert":"Questing Druid"},{"insert":": I have mixed feelings about this card because it gives you cards to play "},{"attributes":{"italic":true,"bold":true},"insert":"until your next end step"},{"insert":". If you play it the turn of, you get one turn to play those cards; however, if you wait to the endstep of your opponent's turn, you'll untap with full mana to play those cards. But like I said before, you want to avoid ending your turn as much as possible, so I don't like the idea of not maximizing my plays the turn of. Still, it barely makes the cut, and I like how it's two cards in the form of one, so you get double Food triggers off of it. It's never really caused much trouble, but I've been screwed over by this card in the past, making it less reliable than, say, Reckless Impulse.\n\n"},{"attributes":{"underline":true},"insert":"Aetherflux Reservoir/Fathom Fleet Swordjack"},{"insert":": Here they are: the win conditions, the big guns, and the reason why you're taking 15-minute long turns. I've personally found that you only need one of these cards because when you pop off, you will deck yourself out, so you'll always find your win condition, guaranteed. However, if you're worried about Exile or just don't feel secure about having only one win condition, by all means, add the other one. I've found, however, that the Swordjack card is a bit unwieldy to use: if you draw it, great, you can discard it off of the Wheels or play it and sacrifice it off of cards like Rob the Archives to get them into your graveyard. However, if you exile either of them off of the top early on, they're these big, chunky, 4 CMC, dead drops that suck up the majority of your mana in the early game instead of allowing you to progress your boardstate. I've emphasized enough how quick this deck is and how important the early game is for you to understand why it is detrimental to find either of these cards early on, so that's why I use only one of them.\n\n"},{"attributes":{"underline":true},"insert":"Guff Rewrites History/Contest of Claws/Zoyowa's Justice and All Other Removal Spells"},{"insert":": Another hot take, but Lands and Removal spells are dead drops in this deck. Unless you're worried about Combo, your primary focus is to blitz to the finish line and ignore everything your opponents are doing. Removal, as such, tends to be cards that you play for the sake of playing. Unless you're convinced you're not the fastest player at the table (mostly because somebody else is playing Combo), you miiiight actually want to consider playing fewer Removal spells so you pop off earlier. Probably don't, though. "},{"attributes":{"background":"rgba(0, 0, 0, 0.05)","color":"#dddddd"},"insert":"Wouldn't want to be caught with your pants down when you're sitting across a "},{"attributes":{"background":"rgba(0, 0, 0, 0.05)"},"insert":"Collector Ouphe."},{"insert":"\n\nSpeaking of removal cards, this is a weird and interesting one because it doubles as both removal as well as an extender. An extender, you say, how do you mean? Well, when you play this card, you have an opportunity to spin one of your Food into a useful card, avoiding every land along the way. In addition to that, not only will this card allow you to dig deeper through your deck, it immediately replaces the Food you spun, and keep in mind that any cards your opponents play off of this card nets you Food, as well. Potentially, you could make an average of 4 Foods off of a singular cast of this card, more if you have doublers out. With the all-important Jaheira out, you end up making more mana than you spent to play this card while also getting a free cast on top of that. Of course, the biggest risk is that your opponents may hit a board wipe or removal that otherwise would not be found. This card is worth testing, but I do not fault you if you'd rather not take the risk with this card.\n\nWhile we're talking about weird removal spells that double as card advantage, Contest of Claws]and Zoyowa's Justice are worth considering as awkward but modular spells that help cut down on the number of dead cards that don't contribute to your gameplan. Are these good removal spells? No. But what they offer is versatility: Zoyowa's Justice hits both artifacts and indestructible creatures so you have more flexibility and breathing room when dealing with Stax pieces, and both of these cards are playable even when you don't need to hit anything because they'll at least recycle themselves into another card with a Food token stapled on.\n\nAs I've said before at the beginning of this section, removal spells do not propel your gameplan; they do, however, prevent you from losing. But cards like these, while awkward, allow you to have your cake and eat it too.\n\n"},{"attributes":{"underline":true},"insert":"Dockside Extortionist"},{"insert":": Dockside needs no introduction, but I want to talk a little about the efficiency of this card. From my play experience, this card doesn't need to make 20+ treasures to be good; honestly, I've found it just as effective when it makes at least 3. Crazy, right? Well, like I said before, this deck produces a ton of mana, but it's hampered by its difficulty playing cards that need more than just Green. Dockside is effectively a mana-fixer and allows you to extend your plays in a big way. And if it produces more than 3-4 treasures? A bonus, an explosive playmaker.\n\n"},{"attributes":{"underline":true},"insert":"Invasion of Kaldheim"},{"insert":": I love/hate this card. It's card advantage that's not really card advantage because it punishes you for having few cards in hand. Y'know, the time during which you need card draw the most. But there's no denying how effective it is when you dump your whole hand into your exile zone to be played for value. When Generous Patron or Sarinth Steelseeker are on the field, this card has a tendency to exile about 10+ cards into exile, allowing you to effectively blast through your deck to find your win conditions. Just don't play it when you have only 3 cards in hand: it usually doesn't end well unless you're desperate.\n\n"},{"attributes":{"underline":true},"insert":"Azusa, Lost but Seeking"},{"insert":": As I've said before, I love and vehemently hate Lands in this deck. Exiling too many of them off the top drives your gameplan to a dead stop, but at least Azusa allows you to recycle a few of them for value and as extenders for your play during those moments you're missing that one Red or White mana to play one of your card advantage cards. Azusa has earned herself a permanent fixture in this deck for those reasons alone.\n\n"},{"attributes":{"underline":true},"insert":"Showdown of the Skalds"},{"insert":": I want you to keep in mind that this card is an Enchantment. Do what you will with this information.\n\n"},{"attributes":{"underline":true},"insert":"Inspiring Statuary"},{"insert":": On paper, this card is incredible. It's basically another copy of Jaheira or Night of Sweets' Revenge. However, in practice, it has not been. Your colored Lands are precious and must be used sparingly, and I've found that this card usually just hangs out long enough until you find your much better Big 3 cards. For me, this card has been a passing interest, a stepping stone towards better cards, so I've cut it as a result.\n\n"},{"attributes":{"underline":true},"insert":"Altar of Bone"},{"insert":": Another copy of Eladamri's Call, right? Not quite. In the early game, you don't actually have that many creatures you're willing to sacrifice, so this card, I've found, usually ends up being a frustrating find or exile off the top. It's great in the mid- to late-game, but early on, it's awkward to play with. Still, it's not bad.\n\n"},{"attributes":{"underline":true},"insert":"Gamble"},{"insert":": Gamble's great, if you trust your luck. Rich, coming from the guy playing Dance With Calamity. Worth playing, at any rate.\n\n"},{"attributes":{"underline":true},"insert":"Demand Answers"},{"insert":": Good card, but this deck would rather play from exile to maximize value, not draw into the cards. Still, 2 CMC for 2 is fantastic.\n\n"},{"attributes":{"underline":true},"insert":"Share the Spoils"},{"insert":": Pray you don't exile Aetherflux or else you're screwed. Perfectly fine card, though, could even make you extra value if your opponents play cards from the pile, too. Just pray they don't use your removal against you.\n\n"},{"attributes":{"underline":true},"insert":"Lotus Petal/Paradise Mantle/Springleaf Drum"},{"insert":": Moxes at home.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Embrace the Unknown"},{"insert":": This card is ridiculously cracked for this deck. As I've stated previously, the biggest things this deck suffers from are: 1.) lands being dead cards after a point; and 2.) needing more cards that play from exile. This card essentially turns all of your dead lands into card advantage from exile, and because of Retrace allowing you to repeatedly play this card, you're less likely to be in the rare position where you have essentially infinite mana but no cards left to play because you drew/exiled into 8 lands in a row or something.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Collector's Cage"},{"insert":": This card will require more testing, but tentatively, I'd say this card is pretty decent in this deck. 3 mana to dig five deep and play one of those cards is pretty good, and because of Rocco's ability, it's trivially easy to pull off. This card avoids this deck's biggest weakness of exiling too many lands in a row by skipping over them while still playing from exile. However, my biggest concern with this card is during the early game: this card essentially doesn't do anything in the first ~3-4 turns or so because there won't be enough creatures on your side of the board to manipulate in order to get this card's activation, and ideally, you'd want to use cards in this deck that are good in any circumstance, not just during the mid or late game stage. Definitely a worthy contender if you aren't like me and trying to hyper-optimize this deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Memory Vessel"},{"insert":": This card is okay, ideal in slower Rocco builds, I'd say. 5 mana, exile 7 is fantastic, but there are some major setbacks. First off, you're restricting the use of your hand, and if you're trying to win as fast as possible, you absolutely need your hand. Remember Generous Patron, the best draw card in the deck? You really gonna forgo playing any of your ~20 cards from hand just to have an opportunity to play one of seven from Memory Vessel? Or Wheel of Fortune? Or Sergeant John Benton? Yeah, nah. Second, giving your opponents 21 total cards to play and forcing them to only play those 21 is asking for trouble. Because you're restricted from playing from your hand, you're more likely to pass turn, and passing turn into opponents that are pissed off that you're restricting their gameplay is welcoming removal/board wipes aimed at you.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Annie Joins Up"},{"insert":": Definitely good, but I'd say it's a sidegrade to Roaming Throne. Crazy, I know, by all means this card should be better, but hear me out. First off, yes, Annie doubles your Etali, Primal Conqueror, Birgi, God of Storytelling, Graham O'Brien, and the like, but you know what it doesn't double? Generous Patron. And you don't want that. Yes, Generous Patron is just one card, but it's probably one of the most played cards in this deck. It's worth playing Roaming Throne over Annie for this card alone. Second, Annie's color requirement is awkward: non-Green mana is extremely precious in this deck, and you want to use them sparingly. Wasting a Red and a White to play a card when you could just as easily dump four Green into Roaming Throne to do more or less the same thing is significant. Still, I would never fault you for playing Annie; it will still just as easily win you games on its own, but it's just not for me in a decklist this tight. Worth testing out, though.\n\n"},{"attributes":{"underline":true},"insert":"Etali, Primal Conqueror/Apex Devastator/Dance WIth Calamity"},{"insert":": Last but certainly not least, the Battlecruiser Big 3. Originally I used these cards because they're some of my favorite pet cards, but I've found them invaluable. Any time I play any of these cards, I get much more value than what I invested in them back. They aren't just cute, big, stompy, battlecruiser cards: they're cards I play when my back is against the wall and I've run out of options in order to dig my way out of the hole I'm in. They are the most expensive and yet the most effective play extenders in this deck, and I don't think I need to explain why they are. Dance With Calamity, however, gets a special mention: this is the only one that you can reasonably cut if you're worried about your luck. I bust with this card, like, once every ten games, but when it does, it's devastating. Careful deck manipulation to ensure Apex and Etali aren't in it before playing Dance with is essential, and I would recommend not hitting on 9 or above if you want to maximize risk vs reward. That being said, it's a very safe card to play in a deck with this low of an average CMC. Also, it's super fun.\n"}]}
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