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Commander
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Oops_All_Tokens

3.3k views19 days ago
Commander
Size: 100Salt sum: 35.67

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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"}]}

Commander

Qty: 1 Price: $2.49
Pia Nalaar, Consul of Revival
Thopters you control have haste.
Whenever you play a land from exile or cast a spell from exile, create a 1/1 colorless Thopter artifact creature token with flying.
Legendary Creature - Human Artificer
Pia Nalaar, Consul of Revival (mat) 92

Commander

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"Storm" Enablers

Qty: 3 Price: $78.27
Birgi, God of Storytelling
Whenever you cast a spell, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creatures you control can boast twice during each of your turns rather than once.
Legendary Creature - God
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
Ruby Medallion
Red spells you cast cost
less to cast.
Artifact
Ruby Medallion (tmp) 305
Runaway Steam-Kin
Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature.
Remove three +1/+1 counters from this creature: Add
.
Creature - Elemental
Runaway Steam-Kin (grn) 115

"Storm" Enablers

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Disruption

Qty: 10 Price: $31.96
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (mkc) 149
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (cmm) 21
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.)
Instant
Delayed Blast Fireball (sld) 1824
Disenchant
Destroy target artifact or enchantment.
Instant
Disenchant (scd) 20
Fell the Mighty
Destroy all creatures with power greater than target creature's power.
Sorcery
Fell the Mighty (mkc) 65
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (lcc) 128
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 (mkc) 78
Rip Apart
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
Sorcery
Rip Apart (onc) 124
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (pip) 173
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
Wild Magic Surge (clb) 206

Disruption

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Draw

Qty: 1 Price: $21.99
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174

Draw

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Impulse Engine

Qty: 12 Price: $27.50
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.
Enchantment
Brazen Cannonade (j22) 31
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.
Legendary Planeswalker - Chandra
Chandra, Fire Artisan (war) 119
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
Commander Liara Portyr (clb) 270
Count on Luck
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Enchantment
Count on Luck (dft) 118
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.")
Legendary Creature - Human Citizen
Duchess, Wayward Tavernkeep (pip) 57
Expedited Inheritance
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
Enchantment
Expedited Inheritance (mkm) 123
Neyali, Suns' Vanguard
Attacking tokens you control have double strike.
Whenever one or more tokens you control attack a player, exile the top card of your library. During any turn you attacked with a token, you may play that card.
Legendary Creature - Human Rebel
Neyali, Suns' Vanguard (onc) 2
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (j22) 581
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
.
Legendary Creature Artifact - Robot
Rose, Cutthroat Raider (pip) 66
Tavern Brawler
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
Legendary Enchantment - Background
Tavern Brawler (clb) 200
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
.
Enchantment - Saga
The Flux (who) 86
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Enchantment
Wild Wasteland (pip) 396

Impulse Engine

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Land

Qty: 35 (36 w/ MDFC)Price: $148.95
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (bro) 257
Castle Embereth
This land enters tapped unless you control a Mountain.
: Add
.
,
: Creatures you control get +1/+0 until end of turn.
Land
Castle Embereth (onc) 150
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (lcc) 324
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (drc) 60
Cori Mountain Monastery
This land enters tapped unless you control a Plains or an Island.
: Add
.
,
: Exile the top card of your library. Until the end of your next turn, you may play that card.
Land
Cori Mountain Monastery (tdm) 393
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (mkc) 263
Junktown
: Add
.
,
, Sacrifice this land: Create three Junk tokens. (They're artifacts with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Junktown (pip) 150
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (mkm) 275
Needleverge Pathway
: Add
.
Land
Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263
Plains
(
: Add
.)
Basic Land - Plains
Plains (mkm) 272
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (2xm) 325
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (unf) 285
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 664
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (vow) 285
Sunscorched Divide
,
: Add
.
Land
Sunscorched Divide (pip) 153
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.
Land
Windbrisk Heights (lcc) 370

Land

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Ramp

Qty: 9 Price: $98.71
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (drc) 52
Boros Signet
,
: Add
.
Artifact
Boros Signet (clu) 220
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (sld) 7062
Ornithopter of Paradise
Flying
: Add one mana of any color.
Creature Artifact - Thopter
Ornithopter of Paradise (mh2) 430
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.
Creature - Wizard Lizard
Party Thrasher (mh3) 334
Prismatic Lens
: Add
.
,
: Add one mana of any color.
Artifact
Prismatic Lens (cmm) 403
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (2x2) 31
Sol Ring
: Add
.
Artifact
Sol Ring (40k) 249
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (tdc) 329

Ramp

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Recursion

Qty: 2 Price: $14.34
Campus Renovation
Return up to one target artifact or enchantment card from your graveyard to the battlefield. Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Campus Renovation (mat) 27
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.")
Sorcery
Mizzix's Mastery (sta) 43

Recursion

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Single Impulse Draw

Qty: 14 Price: $62.44
Act on Impulse
Exile the top three cards of your library. Until end of turn, you may play those cards. (If you cast a spell this way, you still pay its costs. You can play a land this way only if you have an available land play remaining.)
Sorcery
Act on Impulse (j22) 492
Commune with Lava
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Instant
Commune with Lava (afc) 118
Ecstatic Beauty
Exile the top three cards of your library. You may play those cards until end of turn. Put four time counters on each of those cards that has suspend.
Suspend 4—
Sorcery
Ecstatic Beauty (who) 83
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) 28
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
Glimpse the Impossible (mh3) 124
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.)
Sorcery
Ignite the Future (j22) 555
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 "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Inspired Tinkering (clb) 183
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.
Battle - Siege
Invasion of Kaldheim // Pyre of the World Tree (mom) 145Invasion of Kaldheim // Pyre of the World Tree (mom) 145
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
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 (clb) 799
Light Up the Stage
Spectacle
(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 (clu) 140
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.
Instant
March of Reckless Joy (neo) 154
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
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
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

Single Impulse Draw

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Synergy

Qty: 4 Price: $102.96
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (onc) 116
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 12
Renewed Solidarity
As this enchantment enters, choose a creature type.
Creatures you control of the chosen type get +1/+0.
At the beginning of your end step, for each token you control of the chosen type that entered this turn, create a token that's a copy of it.
Enchantment
Renewed Solidarity (drc) 23
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (mb2) 231

Synergy

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Win Condition

Qty: 9 Price: $119.07
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 6
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (wot) 44
Intangible Virtue
Creature tokens you control get +1/+1 and have vigilance.
Enchantment
Intangible Virtue (wot) 6
Mechanized Warfare
If a red or artifact source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Enchantment
Mechanized Warfare (bro) 139
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.
Legendary Creature Enchantment - God
Purphoros, God of the Forge (ths) 135
Shared Animosity
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
Enchantment
Shared Animosity (wot) 49
Stridehangar Automaton
Thopters you control get +1/+1.
If one or more artifact tokens would be created under your control, those tokens plus an additional 1/1 colorless Thopter artifact creature token with flying are created instead.
Creature Artifact - Construct
Stridehangar Automaton (drc) 35
Tempered Steel
Artifact creatures you control get +2/+2.
Enchantment
Tempered Steel (brc) 76
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 315

Win Condition

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Sideboard

Qty: 12 Price: $35.18
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.
Legendary Creature - Soldier Spirit
Bell Borca, Spectral Sergeant (dmc) 145
Blinkmoth Urn
At the beginning of each player's first main phase, if this artifact is untapped, that player adds
for each artifact they control.
Artifact
Blinkmoth Urn (c18) 197
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (cmm) 392
Inspiring Leader
Commander creatures you own have "Creature tokens you control get +2/+2."
Legendary Enchantment - Background
Inspiring Leader (clb) 28
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.
Legendary Creature - Human Knight
Inti, Seneschal of the Sun (lci) 156
Losheel, Clockwork Scholar
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
Legendary Creature - Artificer Elephant
Losheel, Clockwork Scholar (cmm) 38
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.
Enchantment
Outpost Siege (clb) 804
Reckless Fireweaver
Whenever an artifact you control enters, this creature deals 1 damage to each opponent.
Creature - Human Artificer
Reckless Fireweaver (j22) 587
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (bro) 30
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.
Enchantment
Valakut Exploration (znr) 303
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.")
Enchantment
Visions of Phyrexia (bro) 156
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
Wild-Magic Sorcerer (clb) 816

Sideboard

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Maybeboard

Qty: 2 Price: $154.98
Anointed Procession
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Anointed Procession (sld) 1511
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.)
Legendary Creature - Horror Phyrexian
Mondrak, Glory Dominus (one) 23

Maybeboard

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Deck Info

Deck stats

20 pips - 19 cards
30 mana - 28 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
54 pips - 43 cards
41 mana - 37 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

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"}]}
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