Oops_All_Tokens
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Commander
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{"ops":[{"insert":"\tThis is an EDH deck centered around my current favorite commander: "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":". The goal of the deck is simple: cast spells from exile, make hasty flying Thopter tokens, and win through combat and/or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects. This deck is excellent on a budget: most of the expensive cards ("},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", etc.) are not remotely necessary to win, although "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":", "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", and "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are excellent cards for this deck, and "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can help us find any of our win conditions. The other great thing about this deck is it gets better with almost every set: any time a new "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" type card is printed the deck improves! For now the options are somewhat limited, and as such what makes the cut is mostly determined by converted mana cost--we want this deck to be low to the ground so we can play multiple spells every turn by around T5. \n\n\tThis deck is stuffed with \"impulse draw\", named for "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":", or cards that exile the top card of your library and allow you to play those cards. This makes the deck consistent at hitting land drops, and allows you to see a lot of the deck each game. It doesn't matter too much what we cast from exile since we will passively make Thopters and they are the path to winning the game, and as we make them we get to dig for any of the anthem cards or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects that will help us close out the game. I run a fair amount of cheap removal, a decent amount of ramp and cards that I have chosen to call \"storm enablers\" (since they discount costs or make temporary mana during a turn and continue to cast more things from exile), and then the win conditions and a few nice synergy cards. \n\n\tAs far as gameplay, there are a few important notes. The first is that we do not always want to cast our commander on turn 2. She doesn't actually do anything until we can cast impulse draw and then subsequently play those cards. I will often opt to play my 2 cost ramp on turn 2, and then perhaps a repeated impulse draw engine such as "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" or Brazen Cannonade on turn 3 before playing our commander on turn 4. Then we have a free card in exile from the upkeep trigger and 3 mana to play it, or if that card is a land then we can hit our land drop from exile and make a Thopter. Turn 2 is our first important decision point: do we cast the commander or not. The next note is that we always want to play our impulse draw cards before our land drops. This is easy to forget when you are unfamiliar with the deck, but the most free Thopter is the one we get for playing a land each turn so we always want to maximize the possibility that our land drop will come from exile. \n\n\tOk, let's break down the categories in the deck. \n\nImpulse Draw/Impulse Draw Engines:\n\tThere are a few things to pay attention to here. Firstly, there are permanent spells that are repeated impulse engines, such as "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":", and there are spells that exile on cast. And, of the single use spells, some let us play the cards until our NEXT end step (such as "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":") and others that only allow us to play those cards on the turn we exile them; obviously, the former is preferred here as it provides much more flexibility: Reckless Impulse or "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" are clearly superior to cards like "},{"insert":{"card-link":"Act on Impulse"}},{"insert":". Within each category some are clearly better than others; "},{"insert":{"card-link":"Brazen Cannonade"}},{"insert":" is superior to Tavern Brawler because we get the exile effect on the turn we cast it, and "},{"insert":{"card-link":"Rob the Archives"}},{"insert":"--while it is same-turn only--has the Casualty 1 clause so it is easily doubled for the cost of a single Thopter. Then there are all-stars in this category, such as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" (both of which are also ramp). "},{"insert":{"card-link":"Neyali, Suns' Vanguard"}},{"insert":" is also incredible as he allows us to play the cards we exile on any turn that we attack with a token; the tradeoff is that this requires casting spells after our combat phase. \n\nDraw:\n "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" is also a land, so that is an easy include if you have the budget. \n\nRamp:\n\tObviously in Boros we rely mostly on mana rocks, but "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" is an excellent choice here as it triggers "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" and also has haste from our commander so it can tap for mana immediately. It is essentially a second "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", and with an anthem such as "},{"insert":{"card-link":"Tempered Steel"}},{"insert":" it can even attack later in the game if needed. Now, 2cmc ramp is tricky with our commander, but as I said previously we are not always casting our commander as soon as we possibly can. "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is just an absurd card, and often draws removal which can keep the heat off of our more important impulse draw engines. \n\n\"Storm\" Enablers:\n\t"},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" discounting the cost of essentially every spell we cast is insane, and it's easy to cast it from exile as well. "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" and "},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" can allow us to continue to cast spells as they reward us with mana for doing so. "},{"insert":{"card-link":"Blinkmoth Urn"}},{"insert":" can absolutely pop as far as the mana that is provides each turn once we start churning out Thopters. It's a lot of mana to spend on a card that does nothing the turn it comes down--so it may be on the chopping block eventually--but it does have excellent impact in the deck. It's worth it to note that the backside of Birgi is also an impulse draw engine! Typically we would not cast it this way, but if we have a bunch of mana (oh, hi "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":") then it is an option. \n\nRemoval:\n\tSelf-explanatory, but we need good interaction and Boros has excellent spells for this: the spot removal options are cheap to cast from exile, and we even have a few pseudo one-sided boardwipes that are on theme in "},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" and "},{"insert":{"card-link":"Fell the Mighty"}},{"insert":". I would love a few more multi-choice cards like "},{"insert":{"card-link":"Rip Apart"}},{"insert":" but with a removal option and an impulse draw option; that would be soooo tasty here. \n\nRecursion:\n\tThe only recursion in the deck is on-theme. "},{"insert":{"card-link":"Campus Renovation"}},{"insert":" can recur one of our key win cons (note that they are almost all enchantments) and then adds some impulse draw on top. "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is a really interesting card here with fantastic synergy: when it exiles the card(s) from the graveyard and copies them, the copies are "},{"attributes":{"italic":true},"insert":"made in exile"},{"insert":" so casting the copy counts as casting something "},{"attributes":{"italic":true},"insert":"from exile"},{"insert":". And, many of our impulse draw cards are instants and sorceries so this can let us reuse an impulse draw effect and keep making Thopters. Here is a thread that discusses Mizzix Mastery in this context: \n\nhttps://www.reddit.com/r/askajudge/comments/vtm4ey/faldorn_and_mizzix_mastery/\n\nAnd the ruling in question:\n\n\t707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, "},{"attributes":{"bold":true},"insert":"except that the copy is created in the same zone the object is in"},{"insert":" and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n\nSo, the copy is made in exile and will be cast from exile, which triggers Pia. As such, an overloaded Mizzix Mastery can be a game ender!\n\nSynergy:\n\t"},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" is an excellent fit here; it doubles our tokens, and it's incredibly easy to make her indestructible. "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" do the same. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is excellent for curating the cards that we exile off the top of the library. "},{"insert":{"card-link":"Boros Charm"}},{"insert":" is mostly in here so that we can protect our board at instant speed, but could be better as a Teferi's Protection if I had an extra copy lying around. \n\nWin Conditions:\n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck. \n\tWe come in for chip damage in the early/mid game, and we try to close out games with a big storm turn making as many thopters as possible. The win conditions in this deck are anthems and "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects, since both synergize well with our gameplan. There are three of each, and also "},{"insert":{"card-link":"Mechanized Warfare"}},{"insert":" which is essentially an anthem but it also boosts the damage from our Tremors effects. "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" is an excellent new addition as it works as both an Impact Tremors and an anthem, so that was an easy one to make space for. "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" is far and away the most disgusting card in the deck, as 10 Thopters can easily close out a game with each getting +9/+0 when they all swing together. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can grab any of these, but the best target would certainly be Shared Animosity with Thopters on board; if you have a stormy play to make then "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" is another excellent option. I should note that the token/trigger doubles appear here as well, because these can make us an absurd number of thopters if we storm out with one or more on the field and that can be enough to close out a game without any other support. \n\n\tThe haste on our Thopters allows us to swing with them immediately, so hopefully any turn in the late game that you have 10 Thopters before combat and an anthem you might be able to win the game. Or, if you have Purphoros on board simply making a bunch of Thopters in one turn can close out a game decisively. Either way, this deck is both fun and resilient. Since our commander is so cheap we can claw back from board wipes effectively and make explosive late games plays to steal wins. Also, this commander is not highly regarded (rank ~650 on EDHREC at the time of writing) which is mind boggling to me as she can definitely hold her own and even punch above her weight. I'm currently on a 4 game win streak, and that's even against decks in my playgroup that are either much more expensive or have been getting tweaked for a lot longer than I've had this deck around--or both. I highly recommend giving Pia a try, and if you prefer underrated or under-played commanders then she is an excellent choice.\n\n\nEdit 01:\nValakut Exploration out for "},{"insert":{"card-link":"Expedited Inheritance"}},{"insert":";I think this card has a higher ceiling, and Valakut is a bit awkward to play around. Blinkmoth Urn is out for "},{"insert":{"card-link":"Anointed Procession"}},{"insert":"; I finally got myself a copy, and Blinkmoth Urn has not seen any play in the deck so far. Losheel, Clockwork Scholar out for"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":"; another Anointed Procession is worth more than an extra card per turn!\n. \nEdit 02: \nAdding in some of the new Fallout Junk token cards! Wild-Magic Sorcerer is out for "},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":". Inti, Seneschal of the Sun is out for "},{"insert":{"card-link":"Duchess, Wayward Tavernkeep"}},{"insert":". These two Junk token makers have insane synergy together: every Junk token you sac triggers Rose to make a mana that can be spent to make another Junk token with Duchess. Obviously the mana from Rose can also be used to cast the card exiled with the Junk token, but this little interaction is worth noting. Both of the removed cards felt a little clunky in the deck, and I think the combat-based triggers for making Junk tokens will feel right at home. Also cutting Idol of Oblivion for "},{"insert":{"card-link":"Wild Wasteland"}},{"insert":". Replacing regular draw with an exceptional impulse draw engine is a prime upgrade. \n\nEdit 03: 10/29/24\nAdded in "},{"insert":{"card-link":"Glimpse the Impossible"}},{"insert":" and "},{"insert":{"card-link":"Embrace the Unknown"}},{"insert":". Embrace the Unknown is an excellent addition because it is a multi-use impulse draw spell, and it exiles until the end of the next turn to boot. We are also happy to pitch lands to recast it since we prefer playing lands from exile anyway. Loyal Apprentice and Showdown of the Skalds got the axe. \n\nEdit 04: 02/13/25\nI need to find space for both "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" and "},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":". The former is incredible as an anthem combined with a pseudo Doubling Season; this will hurt with an impact tremors effect out--if it isn't removed prior to the end step. The latter is very similar, also acting as both anthem and a literal Doubling Season for our thopters. I'm tempted to remove other stronger (and more expensive) cards like "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" and "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" since they can go in any deck and these other two are a bit more specialized; also lowering our curve by replacing two 4cmc cards with 3cmc is something this deck would love. Enlightened tutor can also grab both of these new cards, but can't get Mondrak. And just like that, I've convinced myself, and it shall be so. \n\nEdit 05: 06/15/25\nI'm cutting "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" for "},{"insert":{"card-link":"Count on Luck"}},{"insert":"; while the triple red pip cost might be prohibitive, it costs 3 mana vs 4 mana and the second line of text on Visions has never triggered and probably never will in this deck. \n\nI have my eye on "},{"insert":{"card-link":"Ultimate Magic: Holy"}},{"insert":" as a protection spell and pseudo Teferi's Protection that's on-theme for the deck. The new Warp card "},{"insert":{"card-link":"Weftstalker Ardent"}},{"insert":" could be interesting. \n"}]}
"Storm" Enablers
"Storm" Enablers
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Disruption
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Disruption
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Impulse Engine
Brazen Cannonade
Whenever an attacking creature you control dies, this enchantment deals 2 damage to each opponent.
Raid — At the beginning of each of your postcombat main phases, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
Raid — At the beginning of each of your postcombat main phases, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.
Enchantment

Chandra, Fire Artisan
Whenever one or more loyalty counters are removed from Chandra, she deals that much damage to target opponent or planeswalker.
+1: Exile the top card of your library. You may play it this turn.
−7: Exile the top seven cards of your library. You may play them this turn.
+1: Exile the top card of your library. You may play it this turn.
−7: Exile the top seven cards of your library. You may play them this turn.
Legendary Planeswalker - Chandra

Commander Liara Portyr
Whenever you attack, spells you cast from exile this turn cost less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
Legendary Creature - Human Soldier

Duchess, Wayward Tavernkeep
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Legendary Creature - Human Citizen

Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add .
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with ", Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add .
Legendary Creature Artifact - Robot

The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
Enchantment - Saga

Impulse Engine
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Land
Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Ramp
Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard

Ramp
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Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
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Single Impulse Draw
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Invasion of Kaldheim
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Battle - Siege


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 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.
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

Single Impulse Draw
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Synergy
Synergy
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Win Condition
Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Win Condition
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Sideboard
Bell Borca, Spectral Sergeant
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Legendary Creature - Soldier Spirit

Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Visions of Phyrexia
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
Enchantment

Wild-Magic Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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 in a random order.)
Creature - Shaman Orc Sorcerer

Sideboard
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Maybeboard
Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"\tThis is an EDH deck centered around my current favorite commander: "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":". The goal of the deck is simple: cast spells from exile, make hasty flying Thopter tokens, and win through combat and/or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects. This deck is excellent on a budget: most of the expensive cards ("},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", etc.) are not remotely necessary to win, although "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":", "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":", and "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are excellent cards for this deck, and "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can help us find any of our win conditions. The other great thing about this deck is it gets better with almost every set: any time a new "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":" type card is printed the deck improves! For now the options are somewhat limited, and as such what makes the cut is mostly determined by converted mana cost--we want this deck to be low to the ground so we can play multiple spells every turn by around T5. \n\n\tThis deck is stuffed with \"impulse draw\", named for "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":", or cards that exile the top card of your library and allow you to play those cards. This makes the deck consistent at hitting land drops, and allows you to see a lot of the deck each game. It doesn't matter too much what we cast from exile since we will passively make Thopters and they are the path to winning the game, and as we make them we get to dig for any of the anthem cards or "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects that will help us close out the game. I run a fair amount of cheap removal, a decent amount of ramp and cards that I have chosen to call \"storm enablers\" (since they discount costs or make temporary mana during a turn and continue to cast more things from exile), and then the win conditions and a few nice synergy cards. \n\n\tAs far as gameplay, there are a few important notes. The first is that we do not always want to cast our commander on turn 2. She doesn't actually do anything until we can cast impulse draw and then subsequently play those cards. I will often opt to play my 2 cost ramp on turn 2, and then perhaps a repeated impulse draw engine such as "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" or Brazen Cannonade on turn 3 before playing our commander on turn 4. Then we have a free card in exile from the upkeep trigger and 3 mana to play it, or if that card is a land then we can hit our land drop from exile and make a Thopter. Turn 2 is our first important decision point: do we cast the commander or not. The next note is that we always want to play our impulse draw cards before our land drops. This is easy to forget when you are unfamiliar with the deck, but the most free Thopter is the one we get for playing a land each turn so we always want to maximize the possibility that our land drop will come from exile. \n\n\tOk, let's break down the categories in the deck. \n\nImpulse Draw/Impulse Draw Engines:\n\tThere are a few things to pay attention to here. Firstly, there are permanent spells that are repeated impulse engines, such as "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":", and there are spells that exile on cast. And, of the single use spells, some let us play the cards until our NEXT end step (such as "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":") and others that only allow us to play those cards on the turn we exile them; obviously, the former is preferred here as it provides much more flexibility: Reckless Impulse or "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" are clearly superior to cards like "},{"insert":{"card-link":"Act on Impulse"}},{"insert":". Within each category some are clearly better than others; "},{"insert":{"card-link":"Brazen Cannonade"}},{"insert":" is superior to Tavern Brawler because we get the exile effect on the turn we cast it, and "},{"insert":{"card-link":"Rob the Archives"}},{"insert":"--while it is same-turn only--has the Casualty 1 clause so it is easily doubled for the cost of a single Thopter. Then there are all-stars in this category, such as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" (both of which are also ramp). "},{"insert":{"card-link":"Neyali, Suns' Vanguard"}},{"insert":" is also incredible as he allows us to play the cards we exile on any turn that we attack with a token; the tradeoff is that this requires casting spells after our combat phase. \n\nDraw:\n "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" is also a land, so that is an easy include if you have the budget. \n\nRamp:\n\tObviously in Boros we rely mostly on mana rocks, but "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" is an excellent choice here as it triggers "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" and also has haste from our commander so it can tap for mana immediately. It is essentially a second "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", and with an anthem such as "},{"insert":{"card-link":"Tempered Steel"}},{"insert":" it can even attack later in the game if needed. Now, 2cmc ramp is tricky with our commander, but as I said previously we are not always casting our commander as soon as we possibly can. "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is just an absurd card, and often draws removal which can keep the heat off of our more important impulse draw engines. \n\n\"Storm\" Enablers:\n\t"},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" discounting the cost of essentially every spell we cast is insane, and it's easy to cast it from exile as well. "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" and "},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" can allow us to continue to cast spells as they reward us with mana for doing so. "},{"insert":{"card-link":"Blinkmoth Urn"}},{"insert":" can absolutely pop as far as the mana that is provides each turn once we start churning out Thopters. It's a lot of mana to spend on a card that does nothing the turn it comes down--so it may be on the chopping block eventually--but it does have excellent impact in the deck. It's worth it to note that the backside of Birgi is also an impulse draw engine! Typically we would not cast it this way, but if we have a bunch of mana (oh, hi "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":") then it is an option. \n\nRemoval:\n\tSelf-explanatory, but we need good interaction and Boros has excellent spells for this: the spot removal options are cheap to cast from exile, and we even have a few pseudo one-sided boardwipes that are on theme in "},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" and "},{"insert":{"card-link":"Fell the Mighty"}},{"insert":". I would love a few more multi-choice cards like "},{"insert":{"card-link":"Rip Apart"}},{"insert":" but with a removal option and an impulse draw option; that would be soooo tasty here. \n\nRecursion:\n\tThe only recursion in the deck is on-theme. "},{"insert":{"card-link":"Campus Renovation"}},{"insert":" can recur one of our key win cons (note that they are almost all enchantments) and then adds some impulse draw on top. "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is a really interesting card here with fantastic synergy: when it exiles the card(s) from the graveyard and copies them, the copies are "},{"attributes":{"italic":true},"insert":"made in exile"},{"insert":" so casting the copy counts as casting something "},{"attributes":{"italic":true},"insert":"from exile"},{"insert":". And, many of our impulse draw cards are instants and sorceries so this can let us reuse an impulse draw effect and keep making Thopters. Here is a thread that discusses Mizzix Mastery in this context: \n\nhttps://www.reddit.com/r/askajudge/comments/vtm4ey/faldorn_and_mizzix_mastery/\n\nAnd the ruling in question:\n\n\t707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, "},{"attributes":{"bold":true},"insert":"except that the copy is created in the same zone the object is in"},{"insert":" and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n\nSo, the copy is made in exile and will be cast from exile, which triggers Pia. As such, an overloaded Mizzix Mastery can be a game ender!\n\nSynergy:\n\t"},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" is an excellent fit here; it doubles our tokens, and it's incredibly easy to make her indestructible. "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" and "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" do the same. "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" is excellent for curating the cards that we exile off the top of the library. "},{"insert":{"card-link":"Boros Charm"}},{"insert":" is mostly in here so that we can protect our board at instant speed, but could be better as a Teferi's Protection if I had an extra copy lying around. \n\nWin Conditions:\n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck. \n\tWe come in for chip damage in the early/mid game, and we try to close out games with a big storm turn making as many thopters as possible. The win conditions in this deck are anthems and "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects, since both synergize well with our gameplan. There are three of each, and also "},{"insert":{"card-link":"Mechanized Warfare"}},{"insert":" which is essentially an anthem but it also boosts the damage from our Tremors effects. "},{"insert":{"card-link":"Warleader's Call"}},{"insert":" is an excellent new addition as it works as both an Impact Tremors and an anthem, so that was an easy one to make space for. "},{"insert":{"card-link":"Shared Animosity"}},{"insert":" is far and away the most disgusting card in the deck, as 10 Thopters can easily close out a game with each getting +9/+0 when they all swing together. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" can grab any of these, but the best target would certainly be Shared Animosity with Thopters on board; if you have a stormy play to make then "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" is another excellent option. I should note that the token/trigger doubles appear here as well, because these can make us an absurd number of thopters if we storm out with one or more on the field and that can be enough to close out a game without any other support. \n\n\tThe haste on our Thopters allows us to swing with them immediately, so hopefully any turn in the late game that you have 10 Thopters before combat and an anthem you might be able to win the game. Or, if you have Purphoros on board simply making a bunch of Thopters in one turn can close out a game decisively. Either way, this deck is both fun and resilient. Since our commander is so cheap we can claw back from board wipes effectively and make explosive late games plays to steal wins. Also, this commander is not highly regarded (rank ~650 on EDHREC at the time of writing) which is mind boggling to me as she can definitely hold her own and even punch above her weight. I'm currently on a 4 game win streak, and that's even against decks in my playgroup that are either much more expensive or have been getting tweaked for a lot longer than I've had this deck around--or both. I highly recommend giving Pia a try, and if you prefer underrated or under-played commanders then she is an excellent choice.\n\n\nEdit 01:\nValakut Exploration out for "},{"insert":{"card-link":"Expedited Inheritance"}},{"insert":";I think this card has a higher ceiling, and Valakut is a bit awkward to play around. Blinkmoth Urn is out for "},{"insert":{"card-link":"Anointed Procession"}},{"insert":"; I finally got myself a copy, and Blinkmoth Urn has not seen any play in the deck so far. Losheel, Clockwork Scholar out for"},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":"; another Anointed Procession is worth more than an extra card per turn!\n. \nEdit 02: \nAdding in some of the new Fallout Junk token cards! Wild-Magic Sorcerer is out for "},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":". Inti, Seneschal of the Sun is out for "},{"insert":{"card-link":"Duchess, Wayward Tavernkeep"}},{"insert":". These two Junk token makers have insane synergy together: every Junk token you sac triggers Rose to make a mana that can be spent to make another Junk token with Duchess. Obviously the mana from Rose can also be used to cast the card exiled with the Junk token, but this little interaction is worth noting. Both of the removed cards felt a little clunky in the deck, and I think the combat-based triggers for making Junk tokens will feel right at home. Also cutting Idol of Oblivion for "},{"insert":{"card-link":"Wild Wasteland"}},{"insert":". Replacing regular draw with an exceptional impulse draw engine is a prime upgrade. \n\nEdit 03: 10/29/24\nAdded in "},{"insert":{"card-link":"Glimpse the Impossible"}},{"insert":" and "},{"insert":{"card-link":"Embrace the Unknown"}},{"insert":". Embrace the Unknown is an excellent addition because it is a multi-use impulse draw spell, and it exiles until the end of the next turn to boot. We are also happy to pitch lands to recast it since we prefer playing lands from exile anyway. Loyal Apprentice and Showdown of the Skalds got the axe. \n\nEdit 04: 02/13/25\nI need to find space for both "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" and "},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":". The former is incredible as an anthem combined with a pseudo Doubling Season; this will hurt with an impact tremors effect out--if it isn't removed prior to the end step. The latter is very similar, also acting as both anthem and a literal Doubling Season for our thopters. I'm tempted to remove other stronger (and more expensive) cards like "},{"insert":{"card-link":"Anointed Procession"}},{"insert":" and "},{"insert":{"card-link":"Mondrak, Glory Dominus"}},{"insert":" since they can go in any deck and these other two are a bit more specialized; also lowering our curve by replacing two 4cmc cards with 3cmc is something this deck would love. Enlightened tutor can also grab both of these new cards, but can't get Mondrak. And just like that, I've convinced myself, and it shall be so. \n\nEdit 05: 06/15/25\nI'm cutting "},{"insert":{"card-link":"Visions of Phyrexia"}},{"insert":" for "},{"insert":{"card-link":"Count on Luck"}},{"insert":"; while the triple red pip cost might be prohibitive, it costs 3 mana vs 4 mana and the second line of text on Visions has never triggered and probably never will in this deck. \n\nI have my eye on "},{"insert":{"card-link":"Ultimate Magic: Holy"}},{"insert":" as a protection spell and pseudo Teferi's Protection that's on-theme for the deck. The new Warp card "},{"insert":{"card-link":"Weftstalker Ardent"}},{"insert":" could be interesting. \n"}]}











































































