jon8765
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Commander
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{"ops":[{"insert":"After playtesting over a hundred different iterations of Otharri, Suns' Glory—exploring everything from linear token swarms to ETB impact-burn, and even experimenting with Stax—I have concluded that this engine-driven, highly resilient build is the absolute strongest version of the commander.\nThe Core Engine & The Dream State\nThe goal of this deck is not a simple aggro rush, nor does it rely on lazy, unearned infinite combos. The ideal board state pairs Otharri with passive trigger multipliers (Roaming Throne, Windcrag Siege) and chained extra combat enablers (Aggravated Assault, Combat Celebrant, Aurelia, the Warleader). The objective is to consistently hit three to four combat phases in a single turn, scaling experience counters exponentially. This creates an overwhelming, combat-based finish that outpaces the table fair and square, forcing opponents to exhaust their interaction while you cross the finish line.\nA Decoupled, Opponent-Driven Economy\nThe greatest weakness of a commander-centric deck is that if the commander is locked out, the entire engine stalls. To prevent this, my ramp and draw packages operate completely independently of Otharri. Draw engines like Trouble in Pairs, Smuggler's Share, and Archivist of Oghma, alongside ramp like Deep Gnome Terramancer and Archaeomancer's Map, weaponize my opponents' natural game actions. This decoupled economy ensures my hand stays full and my tempo never drops, even if the commander is temporarily removed.\nThe Mana Base Math\nAt first glance, running under 30 traditional lands seems dangerously low. However, this is a meticulously calculated resource base. When you combine the standard lands with 6 Modal Double-Faced Cards (MDFCs like Valakut Awakening and Witch Enchanter) and a dense, high-synergy ramp package, the deck practically runs over 40 mana sources. This guarantees hitting the critical 5-mana threshold every single game to cast Otharri. Once that floor is reached, the independent draw engines take over to guarantee future drops.\nLayered Protection & Mutavault Recursion\nTo maintain momentum, the deck requires robust, highly modal protection. The protection suite (Galadriel's Dismissal, Loran's Escape, Blacksmith's Skill, Skrelv, Defector Mite) is incredibly versatile, offering indestructible, hexproof, unblockable evasion, or phasing. More importantly, if Otharri is removed, lands like Mutavault and Faceless Haven can be animated to tap and recur her from the graveyard. Because the commander can essentially protect herself via the land base, those premium protection spells can pivot to keep the vital copy and combat engines alive.\nSurgical, Anti-Stax Removal\nGeneric 1-for-1 creature removal is a tempo trap in multiplayer. If you spend resources answering one player's threat, the other two players pull ahead for free. Therefore, my removal suite avoids standard generic staples. Instead, it is highly modal and specifically focused on destroying what actually stops this deck: restrictive artifacts and enchantments that lock down combat or commander abilities. Cards like Dismantling Wave and Loran of the Third Path clear out the propaganda and lock-pieces without wasting momentum.\nHolistic Synergy\nThis deck is built for total consistency, resilience, and multi-layered flexibility. Every card serves multiple roles. If you look at this list and wonder why a generic format staple is missing, please look at the Maybeboard. It was almost certainly tested, weighed against the tempo and internal logic of the deck, and explicitly cut to make the machine run smoother.\n\n"}]}
Commander
Otharri, Suns' Glory
Flying, lifelink, haste
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
Whenever Otharri attacks, you get an experience counter. Then create a 2/2 red Rebel creature token that's tapped and attacking for each experience counter you have.
, Tap an untapped Rebel you control: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Phoenix

Commander
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Copy
Firebender Ascension
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy.
Whenever a creature you control attacking causes a triggered ability of that creature to trigger, put a quest counter on this enchantment. Then if it has four or more quest counters on it, you may copy that ability. You may choose new targets for the copy.
Enchantment

Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment

Copy
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Counters
Lae'zel, Vlaakith's Champion
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Warrior Gith

Counters
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Draw
Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

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

Draw
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Finisher
Breath of Fury
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Enchantment - Aura

Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior

Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare

Finisher
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Land
Land
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Proliferate
Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Proliferate
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Protection
Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Skrelv, Defector Mite
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Phyrexian Mite

Protection
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Human Soldier

Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

Ramp
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Removal
Removal
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sweepers
sweepers
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Maybeboard
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

Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

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

Starfall Invocation
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

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

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

Waves of Aggression
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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

World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
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.)
Sorcery

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"After playtesting over a hundred different iterations of Otharri, Suns' Glory—exploring everything from linear token swarms to ETB impact-burn, and even experimenting with Stax—I have concluded that this engine-driven, highly resilient build is the absolute strongest version of the commander.\nThe Core Engine & The Dream State\nThe goal of this deck is not a simple aggro rush, nor does it rely on lazy, unearned infinite combos. The ideal board state pairs Otharri with passive trigger multipliers (Roaming Throne, Windcrag Siege) and chained extra combat enablers (Aggravated Assault, Combat Celebrant, Aurelia, the Warleader). The objective is to consistently hit three to four combat phases in a single turn, scaling experience counters exponentially. This creates an overwhelming, combat-based finish that outpaces the table fair and square, forcing opponents to exhaust their interaction while you cross the finish line.\nA Decoupled, Opponent-Driven Economy\nThe greatest weakness of a commander-centric deck is that if the commander is locked out, the entire engine stalls. To prevent this, my ramp and draw packages operate completely independently of Otharri. Draw engines like Trouble in Pairs, Smuggler's Share, and Archivist of Oghma, alongside ramp like Deep Gnome Terramancer and Archaeomancer's Map, weaponize my opponents' natural game actions. This decoupled economy ensures my hand stays full and my tempo never drops, even if the commander is temporarily removed.\nThe Mana Base Math\nAt first glance, running under 30 traditional lands seems dangerously low. However, this is a meticulously calculated resource base. When you combine the standard lands with 6 Modal Double-Faced Cards (MDFCs like Valakut Awakening and Witch Enchanter) and a dense, high-synergy ramp package, the deck practically runs over 40 mana sources. This guarantees hitting the critical 5-mana threshold every single game to cast Otharri. Once that floor is reached, the independent draw engines take over to guarantee future drops.\nLayered Protection & Mutavault Recursion\nTo maintain momentum, the deck requires robust, highly modal protection. The protection suite (Galadriel's Dismissal, Loran's Escape, Blacksmith's Skill, Skrelv, Defector Mite) is incredibly versatile, offering indestructible, hexproof, unblockable evasion, or phasing. More importantly, if Otharri is removed, lands like Mutavault and Faceless Haven can be animated to tap and recur her from the graveyard. Because the commander can essentially protect herself via the land base, those premium protection spells can pivot to keep the vital copy and combat engines alive.\nSurgical, Anti-Stax Removal\nGeneric 1-for-1 creature removal is a tempo trap in multiplayer. If you spend resources answering one player's threat, the other two players pull ahead for free. Therefore, my removal suite avoids standard generic staples. Instead, it is highly modal and specifically focused on destroying what actually stops this deck: restrictive artifacts and enchantments that lock down combat or commander abilities. Cards like Dismantling Wave and Loran of the Third Path clear out the propaganda and lock-pieces without wasting momentum.\nHolistic Synergy\nThis deck is built for total consistency, resilience, and multi-layered flexibility. Every card serves multiple roles. If you look at this list and wonder why a generic format staple is missing, please look at the Maybeboard. It was almost certainly tested, weighed against the tempo and internal logic of the deck, and explicitly cut to make the machine run smoother.\n\n"}]}












































































































