Amon8088
4k views12 days ago
Commander
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{"ops":[{"insert":"Introduction:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThis deck was built to create a decently aggressive and flexible strategy that should be fine in most medium-power pods.\n\nAbstract:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThis deck generally aims to cheat out one of the high-cost vehicles around turn 3-6 to either kill a specific player early, build a board with a lot of pilots/tokens and vehicles, or slow down the game's pace to build towards one of the nuke vehicles.\n\nGameplan:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThe basic loop we aim to set up in the first couple of turns involves casting one of the discard outlets to give us a way to consistently put any vehicle in the graveyard and then cast Greasefang to bring them out. On any given opening hand we want to see at least one discard outlet and a decent amount of lands to ensure that we can cast Greasefang on curve and at least one vehicle. I have also included a couple of Rule of Law effects to slow down the set up time and limit the explosiveness of mid range decks.\n\nDepending on what the rest of our opening hand looks like or if we have one of the tutors/entomb cards we can go one of three ways.\n\nOption 1: Kill za hooooe"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Reaver Titan"}},{"insert":" , "},{"insert":{"card-link":"Parhelion II"}},{"insert":" etc. can deal an unholy amount of combat damage at turn 3, with the drawback that you might receive a pipe bomb in your mailbox depending on your playgroup. With this in mind, you can kill the most dangerous threat in your pod before they can set up their game plan and then go for the rest. \nOption 2: Wide aaaah"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Parhelion II"}},{"insert":", "},{"insert":{"card-link":"Rolling Hamsphere"}},{"insert":" ,"},{"insert":{"card-link":"Thunderhawk Gunship"}},{"insert":" etc. creates a good amount of creature fodder. These can be used to crew vehicles, turned into cheap value with the sacrifice cards or just for blocking combat damage. This option usually doesn't kill early but it works well for pods where you need to play more defensively.\nOption 3: 1984"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Demonic Junker"}},{"insert":", "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" etc. these vehicles can be devastating for a lot of creature-based strategies in the early turns. This option is mainly here so that we can either close out a game or if we want to delay our opponents until we draw/tutor into other vehicles.\n\nAt the mid-late game we have some options to add some gas to the game plan in the form of copy abilities and powerful draw engines. \n\n"}]}
Commander
Commander
(CTRL to add secondary)
Discard outlet
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

Guardian of New Benalia
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever this creature enlists a creature, scry 2.
Discard a card: This creature gains indestructible until end of turn. Tap it.
Whenever this creature enlists a creature, scry 2.
Discard a card: This creature gains indestructible until end of turn. Tap it.
Creature - Human Soldier

Discard outlet
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Draw
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Draw
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Land
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

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

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Protection
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Recursion
Recursion
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Removal
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

Removal
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Stax
Stax
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Tokens
Imotekh the Stormlord
Phaeron — Whenever one or more artifact cards leave your graveyard, create two 2/2 black Necron Warrior artifact creature tokens.
Grand Strategist — At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.
Grand Strategist — At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.
Legendary Creature Artifact - Necron

Tokens
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Tutor
Tutor
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Vehicle
Demonic Junker
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle.
Crew 2
When this Vehicle enters, for each player, destroy up to one target creature that player controls. If a creature you controlled was destroyed this way, put two +1/+1 counters on this Vehicle.
Crew 2
Artifact - Vehicle

Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Reaver Titan
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Reckoner Bankbuster
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Artifact - Vehicle

Skysovereign, Consul Flagship
Flying
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Vehicle
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Sideboard
Mechtitan Core
, Exile this Vehicle and four other artifact creatures and/or Vehicles you control: Create Mechtitan, a legendary 10/10 Construct artifact creature token with flying, vigilance, trample, lifelink, and haste that's all colors. When that token leaves the battlefield, return all cards exiled with this Vehicle except this card to the battlefield tapped under their owners' control.
Crew 2
Crew 2
Artifact - Vehicle

Phoenix Fleet Airship
Flying
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
At the beginning of your end step, if you sacrificed a permanent this turn, create a token that's a copy of this Vehicle.
As long as you control eight or more permanents named Phoenix Fleet Airship, this Vehicle is an artifact creature.
Crew 1
Artifact - Vehicle

Ruthless Technomancer
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Creature - Human Wizard

Smuggler's Buggy
Hideaway 4 (When this artifact 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.)
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
Artifact - Vehicle

Sideboard
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Maybeboard
Chronomancer
Flying
Atomic Transmutation — , , Sacrifice another artifact: Draw a card.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Atomic Transmutation — , , Sacrifice another artifact: Draw a card.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Wizard Necron

Drana and Linvala
Flying, vigilance
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Legendary Creature - Vampire Angel

From Father to Son
Search your library for a Vehicle card, reveal it, and put it into your hand. If this spell was cast from a graveyard, put that card onto the battlefield instead. Then shuffle.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

One Last Job
Spree (Choose one or more additional costs.)
+ — Return target creature card from your graveyard to the battlefield.
+ — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
+ — Return target creature card from your graveyard to the battlefield.
+ — Return target Mount or Vehicle card from your graveyard to the battlefield.
+ — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.
Sorcery

Oswald Fiddlebender
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Legendary Creature - Artificer Gnome

The Falcon, Airship Restored
Flying
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Legendary Artifact - Vehicle

Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Introduction:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThis deck was built to create a decently aggressive and flexible strategy that should be fine in most medium-power pods.\n\nAbstract:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThis deck generally aims to cheat out one of the high-cost vehicles around turn 3-6 to either kill a specific player early, build a board with a lot of pilots/tokens and vehicles, or slow down the game's pace to build towards one of the nuke vehicles.\n\nGameplan:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tThe basic loop we aim to set up in the first couple of turns involves casting one of the discard outlets to give us a way to consistently put any vehicle in the graveyard and then cast Greasefang to bring them out. On any given opening hand we want to see at least one discard outlet and a decent amount of lands to ensure that we can cast Greasefang on curve and at least one vehicle. I have also included a couple of Rule of Law effects to slow down the set up time and limit the explosiveness of mid range decks.\n\nDepending on what the rest of our opening hand looks like or if we have one of the tutors/entomb cards we can go one of three ways.\n\nOption 1: Kill za hooooe"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Reaver Titan"}},{"insert":" , "},{"insert":{"card-link":"Parhelion II"}},{"insert":" etc. can deal an unholy amount of combat damage at turn 3, with the drawback that you might receive a pipe bomb in your mailbox depending on your playgroup. With this in mind, you can kill the most dangerous threat in your pod before they can set up their game plan and then go for the rest. \nOption 2: Wide aaaah"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Parhelion II"}},{"insert":", "},{"insert":{"card-link":"Rolling Hamsphere"}},{"insert":" ,"},{"insert":{"card-link":"Thunderhawk Gunship"}},{"insert":" etc. creates a good amount of creature fodder. These can be used to crew vehicles, turned into cheap value with the sacrifice cards or just for blocking combat damage. This option usually doesn't kill early but it works well for pods where you need to play more defensively.\nOption 3: 1984"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\t"},{"insert":{"card-link":"Demonic Junker"}},{"insert":", "},{"insert":{"card-link":"Skysovereign, Consul Flagship"}},{"insert":" etc. these vehicles can be devastating for a lot of creature-based strategies in the early turns. This option is mainly here so that we can either close out a game or if we want to delay our opponents until we draw/tutor into other vehicles.\n\nAt the mid-late game we have some options to add some gas to the game plan in the form of copy abilities and powerful draw engines. \n\n"}]}














































































































