JakeBacon
3k views40 days ago
Commander
Size: 100Salt sum: 35.36
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{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Let Him Cook is my personal favorite deck and intended for my small playgroup that plays mid-to-high power casual commander. The deck plays a bit like a Naya good stuff deck as it benefits from three themes and looks to outvalue the table as opposed to a specific line to victory. \n\n"},{"attributes":{"bold":true},"insert":"YouTube Video: "},{"attributes":{"link":"https://youtu.be/c8i9k90Jp9g"},"insert":"https://youtu.be/c8i9k90Jp9g"},{"insert":"\n\nThemes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"+1/+1 Counters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Casting from Exile"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Artifact Tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deck Restrictions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"My playgroup uses Cockatrice, so this deck does not take card price into account."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I don't use sol ring, it was once a playgroup ban but these days I just don't feel the need to put it in decks. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck tends to win an above average amount in my playgroup, so I've intentionally put limits on the deck by replacing many EDH staples with weaker but more thematic counterparts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Gameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most games you want to get "},{"insert":{"card-link":"Rocco, Street Chef"}},{"insert":" out as quickly as possible as he can generate insane value early. The ability to impulse draw the table is more one sided than you might think. It forces your opponents to give you an advantage (through Rocco's trigger) or lose a card for the rest of the game. This is especially nice as you'll occasionally exile an opponent's win-con well before they are ready or able to cast it. \n\nAfter getting out Rocco your priorities should be as follows\nProtecting Rocco"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removing threats"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing synergy pieces to create a powerful value engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Close out the game with powerful bombs"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nProtecting Rocco"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While not as important as some decks, protecting Rocco is still a very high priority. Rocco triggers all three themes of the deck and can accelerate quite quickly not only to his own impulse draw but also similar effects from opponent's decks. \n\nRemoving Threats"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The removal package in the deck isn't anything super special. Outside of the usual suspects we have the following specifically for this deck\n "},{"insert":{"card-link":"Doomskar"}},{"insert":" is a boardwipe that also triggers our exile effects with Foretell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":" and "},{"insert":{"card-link":"Stump Stomp // Burnwillow Clearing"}},{"insert":" synergize well with growing your creatures through +1/+1 counters and also help your mana base"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Disorienting Choice"}},{"insert":" is a newer card that is just generically fun interaction as it causes your opponents to choose between ramping you or losing their own pieces. The ability to get non-basics lets you get utility pieces like "},{"insert":{"card-link":"Fomori Vault"}},{"insert":" and "},{"insert":{"card-link":"Fountainport"}},{"insert":" if you don't need the colored mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Guff Rewrites History"}},{"insert":" is a risky card as you may give your opponent's more value than you remove, but the ability to target a food token for yourself, hit every opponent, and get multiple cast triggers for Rocco often makes it worth the risk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" give you a delayed, spell pierce-like effect that continually hinders your opponent's ability to benefit from group impulse draws and their own decks exile effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aerial Extortionist"}},{"insert":" lets you delay an opponent's gameplan by making them recast a spell and also generates card advantage off of the exile effects you cause."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSynergy Pieces"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are quite a few cards that work within multiple of our deck's themes. These cards are the engines needed to out-value the table and build a game winning board state. There are quite a few synergy pieces in the deck but the main ones are listed below\n"},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" , "},{"insert":{"card-link":"Gyre Sage"}},{"insert":", "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" , and "},{"insert":{"card-link":"Basking Broodscale"}},{"insert":" benefit massively from Rocco's +1/+1 counters to generate mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Night of the Sweets' Revenge"}},{"insert":", "},{"insert":{"card-link":"Jaheira, Friend of the Forest"}},{"insert":", "},{"insert":{"card-link":"Inspiring Statuary"}},{"insert":" , and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" benefit massively from Rocco's food tokens to generate mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Placing +1/+1 counters on "},{"insert":{"card-link":"Mister Gutsy"}},{"insert":" allows for an impulse draw payout in Junk tokens that also provide mana if "},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":" is present"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Peregrin Took"}},{"insert":" is the best card advantage engine we could ask for, doubling our foods and turning them into card draw. This gets even more out of hand when combined with "},{"insert":{"card-link":"Nuka-Cola Vending Machine"}},{"insert":" turning into an infinite card draw engine that also produces 3x the cards we draw as treasures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Similarly to Took, the classic "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" turns our foods into treasure and clues, both useful in their own right and almost as synergistic as foods with many of our pieces. combine Academy Man with "},{"insert":{"card-link":"Transmutation Font"}},{"insert":" and we can now tutor other valuable artifacts straight onto the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Evolution Witness"}},{"insert":" becomes a powerful recursion engine, getting back permanents through Rocco's +1/+1 counters or other similar effects in the deck"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rosie Cotton of South Lane"}},{"insert":" is our best source of +1/+1 counter placement outside of Rocco and when combines with Rocco, lets us place counters on 2 creatures every Rocco trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once you've got a synergy engine online the next step is to work towards winning the game. Depending on the boardstate, this may even be the same turn your engine comes online. Combat is the most reliable way of closing out the game and the following cards are the best suited for that and other win conditions\nThe above synergy engines. If you can generate enough +1/+1 counters through some combination of synergy you can start swinging with whatever creatures you have, giving them trample with "},{"insert":{"card-link":"Kodama of the West Tree"}},{"insert":" . You can even win with commander damage if you have a sufficiently big Rocco"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Displaced Dinosaurs"}},{"insert":" is our best way to win the game, turning all of our artifact tokens into 7/7 dinosaurs puts you in posistion to win on your next untap if Took and Nuka-Cola or another similar engine are available. "},{"insert":{"card-link":"Rampage of the Clans"}},{"insert":" is a lesser version, turning all our artifacts and enchantments into 3/3 creatures while also reducing the complexity of enemy board states. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" allows you to make a few massive creatures, instead of the hoards of 7/7 and 3/3 creatures from the above cards. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" and "},{"insert":{"card-link":"Passionate Archaeologist"}},{"insert":" allow you to turn your casts from exile into direct damage. While killing 3 players at 40 life is unlikely these cards can win you games where everyone is already low or help you close out after a massive attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Indomitable Creativity"}},{"insert":" does not win the game in and of itself, but throwing a large number of creatures and artifacts onto the field by sacrificing foods will often hit enough pieces to win you the game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"color":"#e60000"},"insert":"The Following Section is Incomplete"},{"insert":"\n\nMaking Adjustments to Suit Your Needs"},{"attributes":{"header":1},"insert":"\n"},{"insert":"My playgroup plays with high-power cards but, on average, plays slow games with limited hate-pieces. Depending on your playgroup you may want to add different pieces for consistency, acceleration, stax, or other factors unique to your playgroup. The following categories should provide advice on that front.\n\nTutors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Maybeboard includes the tutors I would recommend; I don't recommend cards like Worldly Tutor as I find them too boring for casual commander. The default build for my deck does not include many tutors as playing without them is better for my current playgroup. Use judgement when adding tutors to make sure you're not putting the deck outside of your groups comfort zone. When making cuts for Tutors either look to cut card advantage that isn't needed because you can now get specific cards or cut some redundancy that isn't needed since you can now tutor for that effect.\n\nDefense of the Heart"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" is an extremely strong tutor (especially into playgroups that undervalue non-creature removal). If you're trying to win the game with it, have your commander out and get "},{"insert":{"card-link":"Displaced Dinosaurs"}},{"insert":" and "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":". If you cast all 4 cards from Etali you now have six 7/7 dinosaurs (the two tutored creatures + the 4 foods), four +1/+1 counters on creatures of your choice, and the four spells from Etali. Tutoring "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" alongside a way to put a +1/+1 counter on it (Either through Rocco's trigger or on its own) lets you immediately return Defense of the Heart to your hand, giving you the opportunity to replay it and keep tutoring out more value. These are your best targets, but it always depends on the game state.\n\nInvasion of Ikoria and Green Sun's Zenith"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I like these two tutors as they place the creature directly onto the battlefield and the variable mana cost makes the card more interesting. If you only run a single tutor in the deck, make it "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" . This card synergizes the best with the deck as flipping battles is a cast from exile and triggers those synergies. If you're running "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":", it is optimal to replace a forest with a "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":". This gives you another way to get Rocco out on T2 by T1 dual land into Green Sun for 0, fetching the Dryad. In addition to these two cards, there are other similar effects that may be more suitable for your playgroup or playstyle such as "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" as a finisher or "},{"insert":{"card-link":"Chord of Calling"}},{"insert":" for a more creature token focused deck.\n\nOther Tutors"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" and similar effects hit over half of the creatures in the deck, including powerful combo pieces like "},{"insert":{"card-link":"Peregrin Took"}},{"insert":" , "},{"insert":{"card-link":"Rosie Cotton of South Lane"}},{"insert":" , and "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Kuldotha Forgemaster"}},{"insert":" is a nice option to get powerful artifacts like "},{"insert":{"card-link":"Nuka-Cola Vending Machine"}},{"insert":" , "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":", and "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" directly onto the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nHate Pieces"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I don't play any hate pieces stronger than "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" but your playstyle and/or playgroup my want more. The strongest would be "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" which, at the cost of reducing your Rocco triggers from other players, removes the ability for your opponents to get any value from Rocco, "},{"insert":{"card-link":"Urabrask, Heretic Praetor"}},{"insert":", or other effects. \n\nChaos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are two chaos cards that provide you with advantage "},{"insert":{"card-link":"Knowledge Pool"}},{"insert":" and "},{"insert":{"card-link":"Possibility Storm"}},{"insert":" . Both of these cards cause more spells to be cast from exile, triggering Rocco many more times than normal. Many players do not like what chaos cards do to games so exercise judgement when adding these effects to the deck. \n\n\n\n"}]}
Rocco, Street Chef
At the beginning of your end step, each player exiles the top card of their library. Until your next end step, each player may play the card they exiled this way.
Whenever a player plays a land from exile or casts a spell from exile, you put a +1/+1 counter on target creature and create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever a player plays a land from exile or casts a spell from exile, you put a +1/+1 counter on target creature and create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Legendary Creature - Elf Druid

Commander
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Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

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

Quintorius Kand
Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
Legendary Planeswalker - Quintorius

5 Second Rule (Exile Effects)
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Artifact
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Indomitable Creativity
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
Sorcery

Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

Chicken Dinner (WinCon)
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Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Cooking (Tokens)
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Appa, Steadfast Guardian
Flash
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Flying
When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature - Ally Bison

Depthshaker Titan
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step.
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature Artifact - Robot

Nico Minoru, Runaway
Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
Legendary Creature - Human Hero Warlock

The Cabbage Merchant
Whenever an opponent casts a noncreature spell, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Legendary Creature - Human Citizen

Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Artificer Drix

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

Draw
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Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Fridge (Card Advantage)
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Rosie Cotton of South Lane
When Rosie Cotton enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever you create a token, put a +1/+1 counter on target creature you control other than Rosie Cotton.
Whenever you create a token, put a +1/+1 counter on target creature you control other than Rosie Cotton.
Legendary Creature - Peasant Halfling

Frying Pan (+1/+1 Counters)
(Ctrl to add secondary)
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

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Garbage Disposal (Removal)
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Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
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

Invasion of Gobakhan
(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, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
When this Siege enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Battle - Siege


Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Hairnet (Protection)
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Instant
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Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Mosswort Bridge
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 creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
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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Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Emrakul, the Exigent Doom
When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Legendary Creature - Eldrazi

Ramp
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Seasoning (Generic Value)
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Basking Broodscale
Devoid (This card has no color.)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature - Lizard Eldrazi

Night of the Sweets' Revenge
When this enchantment enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Foods you control have ": Add ."
, Sacrifice this enchantment: Creatures you control get +X/+X until end of turn, where X is the number of Foods you control. Activate only as a sorcery.
Foods you control have ": Add ."
, Sacrifice this enchantment: Creatures you control get +X/+X until end of turn, where X is the number of Foods you control. Activate only as a sorcery.
Enchantment

Soda (Mana)
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Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Invasion of Ikoria
(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, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Knowledge Pool
Imprint — When this artifact enters, each player exiles the top three cards of their library.
Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
Artifact

Possibility Storm
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.
Enchantment

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Let Him Cook is my personal favorite deck and intended for my small playgroup that plays mid-to-high power casual commander. The deck plays a bit like a Naya good stuff deck as it benefits from three themes and looks to outvalue the table as opposed to a specific line to victory. \n\n"},{"attributes":{"bold":true},"insert":"YouTube Video: "},{"attributes":{"link":"https://youtu.be/c8i9k90Jp9g"},"insert":"https://youtu.be/c8i9k90Jp9g"},{"insert":"\n\nThemes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"+1/+1 Counters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Casting from Exile"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Artifact Tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deck Restrictions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"My playgroup uses Cockatrice, so this deck does not take card price into account."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I don't use sol ring, it was once a playgroup ban but these days I just don't feel the need to put it in decks. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck tends to win an above average amount in my playgroup, so I've intentionally put limits on the deck by replacing many EDH staples with weaker but more thematic counterparts"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Gameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Most games you want to get "},{"insert":{"card-link":"Rocco, Street Chef"}},{"insert":" out as quickly as possible as he can generate insane value early. The ability to impulse draw the table is more one sided than you might think. It forces your opponents to give you an advantage (through Rocco's trigger) or lose a card for the rest of the game. This is especially nice as you'll occasionally exile an opponent's win-con well before they are ready or able to cast it. \n\nAfter getting out Rocco your priorities should be as follows\nProtecting Rocco"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removing threats"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing synergy pieces to create a powerful value engine"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Close out the game with powerful bombs"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nProtecting Rocco"},{"attributes":{"header":2},"insert":"\n"},{"insert":"While not as important as some decks, protecting Rocco is still a very high priority. Rocco triggers all three themes of the deck and can accelerate quite quickly not only to his own impulse draw but also similar effects from opponent's decks. \n\nRemoving Threats"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The removal package in the deck isn't anything super special. Outside of the usual suspects we have the following specifically for this deck\n "},{"insert":{"card-link":"Doomskar"}},{"insert":" is a boardwipe that also triggers our exile effects with Foretell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":" and "},{"insert":{"card-link":"Stump Stomp // Burnwillow Clearing"}},{"insert":" synergize well with growing your creatures through +1/+1 counters and also help your mana base"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Disorienting Choice"}},{"insert":" is a newer card that is just generically fun interaction as it causes your opponents to choose between ramping you or losing their own pieces. The ability to get non-basics lets you get utility pieces like "},{"insert":{"card-link":"Fomori Vault"}},{"insert":" and "},{"insert":{"card-link":"Fountainport"}},{"insert":" if you don't need the colored mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Guff Rewrites History"}},{"insert":" is a risky card as you may give your opponent's more value than you remove, but the ability to target a food token for yourself, hit every opponent, and get multiple cast triggers for Rocco often makes it worth the risk"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" give you a delayed, spell pierce-like effect that continually hinders your opponent's ability to benefit from group impulse draws and their own decks exile effects. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Aerial Extortionist"}},{"insert":" lets you delay an opponent's gameplan by making them recast a spell and also generates card advantage off of the exile effects you cause."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSynergy Pieces"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are quite a few cards that work within multiple of our deck's themes. These cards are the engines needed to out-value the table and build a game winning board state. There are quite a few synergy pieces in the deck but the main ones are listed below\n"},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" , "},{"insert":{"card-link":"Gyre Sage"}},{"insert":", "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" , and "},{"insert":{"card-link":"Basking Broodscale"}},{"insert":" benefit massively from Rocco's +1/+1 counters to generate mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Night of the Sweets' Revenge"}},{"insert":", "},{"insert":{"card-link":"Jaheira, Friend of the Forest"}},{"insert":", "},{"insert":{"card-link":"Inspiring Statuary"}},{"insert":" , and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" benefit massively from Rocco's food tokens to generate mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Placing +1/+1 counters on "},{"insert":{"card-link":"Mister Gutsy"}},{"insert":" allows for an impulse draw payout in Junk tokens that also provide mana if "},{"insert":{"card-link":"Rose, Cutthroat Raider"}},{"insert":" is present"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Peregrin Took"}},{"insert":" is the best card advantage engine we could ask for, doubling our foods and turning them into card draw. This gets even more out of hand when combined with "},{"insert":{"card-link":"Nuka-Cola Vending Machine"}},{"insert":" turning into an infinite card draw engine that also produces 3x the cards we draw as treasures. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Similarly to Took, the classic "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" turns our foods into treasure and clues, both useful in their own right and almost as synergistic as foods with many of our pieces. combine Academy Man with "},{"insert":{"card-link":"Transmutation Font"}},{"insert":" and we can now tutor other valuable artifacts straight onto the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Evolution Witness"}},{"insert":" becomes a powerful recursion engine, getting back permanents through Rocco's +1/+1 counters or other similar effects in the deck"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Rosie Cotton of South Lane"}},{"insert":" is our best source of +1/+1 counter placement outside of Rocco and when combines with Rocco, lets us place counters on 2 creatures every Rocco trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Once you've got a synergy engine online the next step is to work towards winning the game. Depending on the boardstate, this may even be the same turn your engine comes online. Combat is the most reliable way of closing out the game and the following cards are the best suited for that and other win conditions\nThe above synergy engines. If you can generate enough +1/+1 counters through some combination of synergy you can start swinging with whatever creatures you have, giving them trample with "},{"insert":{"card-link":"Kodama of the West Tree"}},{"insert":" . You can even win with commander damage if you have a sufficiently big Rocco"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Displaced Dinosaurs"}},{"insert":" is our best way to win the game, turning all of our artifact tokens into 7/7 dinosaurs puts you in posistion to win on your next untap if Took and Nuka-Cola or another similar engine are available. "},{"insert":{"card-link":"Rampage of the Clans"}},{"insert":" is a lesser version, turning all our artifacts and enchantments into 3/3 creatures while also reducing the complexity of enemy board states. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":" allows you to make a few massive creatures, instead of the hoards of 7/7 and 3/3 creatures from the above cards. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" and "},{"insert":{"card-link":"Passionate Archaeologist"}},{"insert":" allow you to turn your casts from exile into direct damage. While killing 3 players at 40 life is unlikely these cards can win you games where everyone is already low or help you close out after a massive attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Indomitable Creativity"}},{"insert":" does not win the game in and of itself, but throwing a large number of creatures and artifacts onto the field by sacrificing foods will often hit enough pieces to win you the game. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"color":"#e60000"},"insert":"The Following Section is Incomplete"},{"insert":"\n\nMaking Adjustments to Suit Your Needs"},{"attributes":{"header":1},"insert":"\n"},{"insert":"My playgroup plays with high-power cards but, on average, plays slow games with limited hate-pieces. Depending on your playgroup you may want to add different pieces for consistency, acceleration, stax, or other factors unique to your playgroup. The following categories should provide advice on that front.\n\nTutors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Maybeboard includes the tutors I would recommend; I don't recommend cards like Worldly Tutor as I find them too boring for casual commander. The default build for my deck does not include many tutors as playing without them is better for my current playgroup. Use judgement when adding tutors to make sure you're not putting the deck outside of your groups comfort zone. When making cuts for Tutors either look to cut card advantage that isn't needed because you can now get specific cards or cut some redundancy that isn't needed since you can now tutor for that effect.\n\nDefense of the Heart"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" is an extremely strong tutor (especially into playgroups that undervalue non-creature removal). If you're trying to win the game with it, have your commander out and get "},{"insert":{"card-link":"Displaced Dinosaurs"}},{"insert":" and "},{"insert":{"card-link":"Etali, Primal Conqueror // Etali, Primal Sickness"}},{"insert":". If you cast all 4 cards from Etali you now have six 7/7 dinosaurs (the two tutored creatures + the 4 foods), four +1/+1 counters on creatures of your choice, and the four spells from Etali. Tutoring "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" alongside a way to put a +1/+1 counter on it (Either through Rocco's trigger or on its own) lets you immediately return Defense of the Heart to your hand, giving you the opportunity to replay it and keep tutoring out more value. These are your best targets, but it always depends on the game state.\n\nInvasion of Ikoria and Green Sun's Zenith"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I like these two tutors as they place the creature directly onto the battlefield and the variable mana cost makes the card more interesting. If you only run a single tutor in the deck, make it "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" . This card synergizes the best with the deck as flipping battles is a cast from exile and triggers those synergies. If you're running "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":", it is optimal to replace a forest with a "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":". This gives you another way to get Rocco out on T2 by T1 dual land into Green Sun for 0, fetching the Dryad. In addition to these two cards, there are other similar effects that may be more suitable for your playgroup or playstyle such as "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" as a finisher or "},{"insert":{"card-link":"Chord of Calling"}},{"insert":" for a more creature token focused deck.\n\nOther Tutors"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" and similar effects hit over half of the creatures in the deck, including powerful combo pieces like "},{"insert":{"card-link":"Peregrin Took"}},{"insert":" , "},{"insert":{"card-link":"Rosie Cotton of South Lane"}},{"insert":" , and "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Kuldotha Forgemaster"}},{"insert":" is a nice option to get powerful artifacts like "},{"insert":{"card-link":"Nuka-Cola Vending Machine"}},{"insert":" , "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":", and "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" directly onto the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nHate Pieces"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I don't play any hate pieces stronger than "},{"insert":{"card-link":"Aven Interrupter"}},{"insert":" but your playstyle and/or playgroup my want more. The strongest would be "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" which, at the cost of reducing your Rocco triggers from other players, removes the ability for your opponents to get any value from Rocco, "},{"insert":{"card-link":"Urabrask, Heretic Praetor"}},{"insert":", or other effects. \n\nChaos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are two chaos cards that provide you with advantage "},{"insert":{"card-link":"Knowledge Pool"}},{"insert":" and "},{"insert":{"card-link":"Possibility Storm"}},{"insert":" . Both of these cards cause more spells to be cast from exile, triggering Rocco many more times than normal. Many players do not like what chaos cards do to games so exercise judgement when adding these effects to the deck. \n\n\n\n"}]}












































































