teosdy
797 views2 hrs ago
Commander
Size: 100Salt sum: 48.81
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"This deck is meant for cloud to die. \n\nI used a similar deck on MTG arena and got up to Diamond 3 rank with this deck. You can find some of the cards in the \"maybeboard\"\n\nBelow I will have a standard play style and why I choose to play for each turn up to turn 5.\n\nMain equipment's that dominate.\n\nLost Jitte (#1) - We have 3 options that can be activated without being equipped (except for counters)\nRamp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"1+1 counters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Making cloud unblockable"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nUmezawas Jitte (#2) - 3 options for removal or survivability\nGiving cloud 4 charges of +2/+2 leading up to +8+8 for commander damage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Gives you a -4/-4 removal to spread around as you see fit."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Kill a single 4/4 creature or kill four 1/1's"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gives you up to 8 life per hit if charges are used for life gain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I generally don't use this option unless someone is going to kill the equipment and I can't kill a creature."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nShort bow (#3) - Allows you to attack and block to give you defence. I prefer this one over other vigilance giving equipment due to its additional \"REACH\" for any fliers\nThere are a couple of spells or equipments that give vigilance. Important to make sure you can also defend yourself while getting charges."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCommander plate (#4) - Use this if you are noticing cloud is getting targeted a lot and you have used a few recursion spells to bring cloud back and you don't want cloud to die anymore, this equipment allows cloud to gaining protection from all colors but white. \n\nENDING THE GAME - Use Blade of selves to tutor 2 equipment's each time you attack, allowing you to search for end game equipment like Hammer for instant equip, Anything with vigilance, and buster for additional card draw and spells for free.\n\nPeople will target cloud as well as your equipment, so I have a lot of recursion to bring anything back that gets destroyed and is essential to your success.\n\nHere is a standard 5 turn gameplay looks like. With clouds tutor ability, this is very consistent.\n\nTurn 1: Drop mana, play any 1 drop card (hopefully protection or a 1 cost equipment\nTurn 2: Bring out cloud (search for lost Jitte)\nTurn 3: Bring out lost Jitte and swing with cloud \nLost jitte will give you either more mana ramp, ability to swing without being blocked, or add additional counters to cloud if needed to increase his survivability"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I don't normally use the Jitte counters unless I have to, allow me to stack many counts so I can just pump cloud +8+8 instantly later on if needed or have extra mana to activate a 3 cost + 2 equip equipment on turn 4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Also the extra charges can be used as mana for protection spells w/ blinks, indestructible or other activated abilities"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Let Coud die if he needs to so you can search for more equipment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bring back cloud with the extra mana if you want with either the 1 mana recursion or use the Lost Jitte to give you an extra mana for the 2 mana drop (don't use the three mana drop recursion yet)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 4a: Cloud survives, add more equipment to make him stronger and swing again \nTurn 4b: Cloud Dies, Bring back cloud, get equipment to counter how he died so he doesn't die again, add equipment with extra mana or save 1 mana open for any survivability if necessary\nTurn 5: Swing with cloud again, rinse and repeat. \n\nOne of the major things to do as well with a voltron commander, is to get the short bow quickly as well or any other equipment/Enchantment to give your creatures vigilance to allow them to block after attacking. Making you a scary opponent.\n"}]}
Commander
Cloud, Midgar Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature - Human Soldier Mercenary

Commander
(CTRL to add secondary)
Blink
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

Blink
(CTRL to add secondary)
Double Strike
Double Strike
(CTRL to add secondary)
Draw
Draw
(CTRL to add secondary)
Land
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

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : 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.)
: Add .
, : 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.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(CTRL to add secondary)
Protection
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

Zack Fair
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Legendary Creature - Human Soldier

Protection
(CTRL to add secondary)
Pump
Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura

Pump
(CTRL to add secondary)
Ramp
Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Sword of Forge and Frontier
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Artifact - Equipment

Ramp
(CTRL to add secondary)
Recursion
Dewdrop Cure
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.)
Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
Return up to two target creature cards each with mana value 2 or less from your graveyard to the battlefield. If the gift was promised, instead return up to three target creature cards each with mana value 2 or less from your graveyard to the battlefield.
Sorcery

Jolted Awake
Choose up to one target artifact or creature card in your graveyard. You get (two energy counters). Then you may pay an amount of equal to that card's mana value. If you do, return it from your graveyard to the battlefield.
Cycling (, Discard this card: Draw a card.)
Cycling (, Discard this card: Draw a card.)
Sorcery

Return Triumphant
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Create a Young Hero Role token attached to it. (Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it." If you put another Role on the creature later, put this one into the graveyard.)
Sorcery

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
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

Sun-Blessed Healer
Kicker (You may pay an additional as you cast this spell.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Creature - Human Cleric

Surgical Suite
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield.
(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

Recursion
(CTRL to add secondary)
Removal
Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Vigilance
Éowyn, Lady of Rohan
At the beginning of combat on your turn, target creature gains your choice of first strike or vigilance until end of turn. If that creature is equipped, it gains first strike and vigilance until end of turn instead.
Equip abilities you activate cost less to activate.
Equip abilities you activate cost less to activate.
Legendary Creature - Human Noble

Vigilance
(CTRL to add secondary)
Sideboard
Andúril, Flame of the West
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Legendary Artifact - Equipment

Andúril, Narsil Reforged
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead.
Equip
Whenever equipped creature attacks, put a +1/+1 counter on each creature you control. If you have the city's blessing, put two +1/+1 counters on each creature you control instead.
Equip
Legendary Artifact - Equipment

Armored Skyhunter
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature - Knight Cat

Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment

Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment

Sword of War and Peace
Equipped creature gets +2/+2 and has protection from red and from white.
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Whenever equipped creature deals combat damage to a player, this Equipment deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand.
Equip
Artifact - Equipment

Sideboard
(CTRL to add secondary)
Maybeboard
Aang's Iceberg
Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend : Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Dawn's Truce
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.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Forge Anew
When this enchantment enters, return target Equipment card from your graveyard to the battlefield.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
During your turn, you may activate equip abilities any time you could cast an instant.
You may pay rather than pay the equip cost of the first equip ability you activate during each of your turns.
Enchantment

Nazgûl Battle-Mace
Equipped creature has menace, deathtouch, annihilator 1, and "Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control unless that player pays 3 life." (Whenever a creature with annihilator 1 attacks, defending player sacrifices a permanent of their choice.)
Equip
Equip
Artifact - Equipment

Seal from Existence
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

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

Trapped in the Screen
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target artifact, creature, or enchantment an opponent controls until this enchantment leaves the battlefield.
Enchantment

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck is meant for cloud to die. \n\nI used a similar deck on MTG arena and got up to Diamond 3 rank with this deck. You can find some of the cards in the \"maybeboard\"\n\nBelow I will have a standard play style and why I choose to play for each turn up to turn 5.\n\nMain equipment's that dominate.\n\nLost Jitte (#1) - We have 3 options that can be activated without being equipped (except for counters)\nRamp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"1+1 counters"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Making cloud unblockable"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nUmezawas Jitte (#2) - 3 options for removal or survivability\nGiving cloud 4 charges of +2/+2 leading up to +8+8 for commander damage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Gives you a -4/-4 removal to spread around as you see fit."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Kill a single 4/4 creature or kill four 1/1's"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gives you up to 8 life per hit if charges are used for life gain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I generally don't use this option unless someone is going to kill the equipment and I can't kill a creature."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nShort bow (#3) - Allows you to attack and block to give you defence. I prefer this one over other vigilance giving equipment due to its additional \"REACH\" for any fliers\nThere are a couple of spells or equipments that give vigilance. Important to make sure you can also defend yourself while getting charges."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCommander plate (#4) - Use this if you are noticing cloud is getting targeted a lot and you have used a few recursion spells to bring cloud back and you don't want cloud to die anymore, this equipment allows cloud to gaining protection from all colors but white. \n\nENDING THE GAME - Use Blade of selves to tutor 2 equipment's each time you attack, allowing you to search for end game equipment like Hammer for instant equip, Anything with vigilance, and buster for additional card draw and spells for free.\n\nPeople will target cloud as well as your equipment, so I have a lot of recursion to bring anything back that gets destroyed and is essential to your success.\n\nHere is a standard 5 turn gameplay looks like. With clouds tutor ability, this is very consistent.\n\nTurn 1: Drop mana, play any 1 drop card (hopefully protection or a 1 cost equipment\nTurn 2: Bring out cloud (search for lost Jitte)\nTurn 3: Bring out lost Jitte and swing with cloud \nLost jitte will give you either more mana ramp, ability to swing without being blocked, or add additional counters to cloud if needed to increase his survivability"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I don't normally use the Jitte counters unless I have to, allow me to stack many counts so I can just pump cloud +8+8 instantly later on if needed or have extra mana to activate a 3 cost + 2 equip equipment on turn 4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Also the extra charges can be used as mana for protection spells w/ blinks, indestructible or other activated abilities"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Let Coud die if he needs to so you can search for more equipment"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bring back cloud with the extra mana if you want with either the 1 mana recursion or use the Lost Jitte to give you an extra mana for the 2 mana drop (don't use the three mana drop recursion yet)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 4a: Cloud survives, add more equipment to make him stronger and swing again \nTurn 4b: Cloud Dies, Bring back cloud, get equipment to counter how he died so he doesn't die again, add equipment with extra mana or save 1 mana open for any survivability if necessary\nTurn 5: Swing with cloud again, rinse and repeat. \n\nOne of the major things to do as well with a voltron commander, is to get the short bow quickly as well or any other equipment/Enchantment to give your creatures vigilance to allow them to block after attacking. Making you a scary opponent.\n"}]}




















































































