colincanclimb
3.5k views39 hrs ago
Commander
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{"ops":[{"insert":"All Faldorn decks want to be able to spend mana. This is usually done by ramping and ensuring the spells in your deck have a low mana cost so that it weaves a lot easier into the tempo of impulse draws.\n\n"},{"attributes":{"underline":true},"insert":"Ramp strategies"},{"insert":"\nDorks to curve out Faldorn on turn 2. This is the deck's preferred way to ramp as it aims to be a fast aggressive go wide tokens deck. Cost reducers are more efficient anyways."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Landfall. This is one of the most cost efficient ways to trigger Faldorn as land drops have no mana cost. Because it essentially turns your Faldorn into \"Landfall - Create a wolf\", the deck can afford to be more versatile in build paths. This is where I see most Faldorn strategies blur between big exile top ends and additional land drop landfall, decks that fall in thisa catagory will benefit from scoping the direction towards landfall as having mana is a bigger prerequisite. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generic rampy midrange Faldorn. Get mana, play cards that exile go brr, do something. Not really a fan unless you like using dogs as incidental blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Faldorn deck strategies."},{"insert":"\n\nImpact temor styled wincons. This is preferred by those who want a telecasted and \"Efficient way to deal damage\" . This strategy will get better as more redundancy gets printed. As of now only cards that ping for 2 is worth it imo. Purphoros gives haste on top of everything as well/"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Anthems. This is my preferred way to win as you can capitalize on the value of previously made wolves, compared to tremors. Having haste enablers can also benefit this strategy as you get to play close handed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generic high cmc top end if you lean towards ramping more than impulse drawing. I find high cmc cards is anti synergistic and anything above 6 cmc has to be REALLY good to justify the slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"General lines of play for the deck:"},{"insert":"\nMulligan to turn 2 Faldorn with 1cmc dorks in an attempt to develop board state."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play this deck like you would simic landfall but with extra steps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Aggro out the player that is able to deal with the board first. The deck is built to ensure one person dies instead of killing the table to ensure the deck generates more leverage than threat in future games. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Impending Flux as a storm alternate storm payoff and wincon. You can recurr it on the same turn with Savvy Trader, timeless witness, Surge to Victory and Pinnacle monk."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Surge to Victory, Mizzix's Master and the impending flux scales very well in the late game but can get bricked in exile early. It is better to cast them early for little value just to get them into the grave for you to fetch out later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you run game changers, exiling Jeska's will with Surge to victory usually ends the game when u hit with a board. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Tutors:"},{"insert":"\n\nGamble: \nEnchantments, instants and sorceries. Red tutors can grab anything. Leave the creatures to the green tutors."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nUncage the Menagerie\nFetches any amount of utility creatures when x=2"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Winning line when x=4 and haze of rage in hand or grave. Timeless Witness, Savvy Trader, Huggs/Dragon/ Flex slot. Play your whole deck to swing out or loop Impending fluxes (Up to 3 times with Savvy, Monk, and Fire Crystal). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFervent Mastery\nSynergizes with Containment Construct and Conspiracy Theorist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Float 6, and fetch Anje's Ravager and the 2 harmonize cards for gas if its the last few cards in hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}
Commander
Commander
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4 Mana impulse/Upkeep
Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

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

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

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

4 Mana impulse/Upkeep
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Big CMC Impulse
Big CMC Impulse
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Fast Ramp
Fast Ramp
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Haste and Anthems
Surge to Victory
Exile target instant or sorcery card from your graveyard. Creatures you control get +X/+0 until end of turn, where X is that card's mana value. Whenever a creature you control deals combat damage to a player this turn, copy the exiled card. You may cast the copy without paying its mana cost.
Sorcery

Haste and Anthems
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Removal and Protection
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

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

Impending Flux
Paradox — Impending Flux deals X damage to each opponent and each creature they control, where X is 1 plus the number of spells you've cast from anywhere other than your hand this turn.
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.)
Sorcery

Master of the Wild Hunt
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Creature - Human Shaman

Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

Removal and Protection
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Small Impulse
March of Reckless Joy
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way.
Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Instant

Painter's Studio
When you unlock this door, exile the top two cards of your library. You may play them until the end of your next turn.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Small Impulse
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Synergies
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

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

Synergies
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Winmores (Me no Birgi)
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Xenagos, the Reveler
+1: Add X mana in any combination of and/or , where X is the number of creatures you control.
0: Create a 2/2 red and green Satyr creature token with haste.
−6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.
0: Create a 2/2 red and green Satyr creature token with haste.
−6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.
Legendary Planeswalker - Xenagos

Winmores (Me no Birgi)
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XLand
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

Spinerock Knoll
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 an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

XLand
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Sideboard
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Sideboard
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Maybeboard
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Aurora Phoenix
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix

Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird

Throes of Chaos
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery

Urabrask, Heretic Praetor
Haste
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
At the beginning of each opponent's upkeep, the next time they would draw a card this turn, instead they exile the top card of their library. They may play it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play it this turn.
At the beginning of each opponent's upkeep, the next time they would draw a card this turn, instead they exile the top card of their library. They may play it this turn.
Legendary Creature - Praetor Phyrexian

Volcanic Torrent
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Sorcery

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"All Faldorn decks want to be able to spend mana. This is usually done by ramping and ensuring the spells in your deck have a low mana cost so that it weaves a lot easier into the tempo of impulse draws.\n\n"},{"attributes":{"underline":true},"insert":"Ramp strategies"},{"insert":"\nDorks to curve out Faldorn on turn 2. This is the deck's preferred way to ramp as it aims to be a fast aggressive go wide tokens deck. Cost reducers are more efficient anyways."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Landfall. This is one of the most cost efficient ways to trigger Faldorn as land drops have no mana cost. Because it essentially turns your Faldorn into \"Landfall - Create a wolf\", the deck can afford to be more versatile in build paths. This is where I see most Faldorn strategies blur between big exile top ends and additional land drop landfall, decks that fall in thisa catagory will benefit from scoping the direction towards landfall as having mana is a bigger prerequisite. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generic rampy midrange Faldorn. Get mana, play cards that exile go brr, do something. Not really a fan unless you like using dogs as incidental blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Faldorn deck strategies."},{"insert":"\n\nImpact temor styled wincons. This is preferred by those who want a telecasted and \"Efficient way to deal damage\" . This strategy will get better as more redundancy gets printed. As of now only cards that ping for 2 is worth it imo. Purphoros gives haste on top of everything as well/"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Anthems. This is my preferred way to win as you can capitalize on the value of previously made wolves, compared to tremors. Having haste enablers can also benefit this strategy as you get to play close handed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generic high cmc top end if you lean towards ramping more than impulse drawing. I find high cmc cards is anti synergistic and anything above 6 cmc has to be REALLY good to justify the slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"General lines of play for the deck:"},{"insert":"\nMulligan to turn 2 Faldorn with 1cmc dorks in an attempt to develop board state."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play this deck like you would simic landfall but with extra steps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Aggro out the player that is able to deal with the board first. The deck is built to ensure one person dies instead of killing the table to ensure the deck generates more leverage than threat in future games. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Impending Flux as a storm alternate storm payoff and wincon. You can recurr it on the same turn with Savvy Trader, timeless witness, Surge to Victory and Pinnacle monk."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Surge to Victory, Mizzix's Master and the impending flux scales very well in the late game but can get bricked in exile early. It is better to cast them early for little value just to get them into the grave for you to fetch out later."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you run game changers, exiling Jeska's will with Surge to victory usually ends the game when u hit with a board. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Tutors:"},{"insert":"\n\nGamble: \nEnchantments, instants and sorceries. Red tutors can grab anything. Leave the creatures to the green tutors."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nUncage the Menagerie\nFetches any amount of utility creatures when x=2"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Winning line when x=4 and haze of rage in hand or grave. Timeless Witness, Savvy Trader, Huggs/Dragon/ Flex slot. Play your whole deck to swing out or loop Impending fluxes (Up to 3 times with Savvy, Monk, and Fire Crystal). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFervent Mastery\nSynergizes with Containment Construct and Conspiracy Theorist"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Float 6, and fetch Anje's Ravager and the 2 harmonize cards for gas if its the last few cards in hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}








































































