therinooo
156 views2 days ago
Commander
Size: 100Est cost: $1634.11Salt sum: 35
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{"ops":[{"attributes":{"bold":true},"insert":"Overview"},{"insert":"\nAt its core this deck is just an artifact creature pile that aims to get creatures on board, ramp into bigger threats and value pieces quickly, and wins through flying beaters while keeping bigger threats in check.\n\n"},{"attributes":{"bold":true},"insert":"Tutors"},{"insert":"\nThere are two tutors in this deck, Trophy and Treasure Mage. They each find artifacts of specific mana values, 3 and 6+ respectively.\nTrophy Mage specifically finds artifacts mana value 3. For ramp you can grab Metalworker who gives insane mana left unchecked, and for card draw there's both Requiem Monolith and Uthros Research Craft depending on what's available to you, and if you need to replace a dead commander's ability theres Liberator, Urza'a Battlethopter to give your artifacts flash and Foundry Inspector to make artifacts cheaper.\nTreasure Mage finds artifacts mana value 6 or greater, but most of your finds have affinity for artifacts which means they'll actually only cost you 1-3 mana to cast in a round. For removal theres Demonic Junker, for burst draw you can get Thought Monitor, Combustable Gearhulk threatens large bursts of damage or card draw, and Furnace Hellkite can hit face for upwards of 10 damage in the air.\n\n"},{"attributes":{"bold":true},"insert":"Winning"},{"insert":"\nThis deck lacks a single card win or combo, so you're playing for a slightly longer game where your flying beaters knock away weakened players uncontested.\nNotably, there's Broodstar who gets very large for cheap just by playing your deck normally, Furnace Hellkite who you can dump excess mana into before damage to hit someone for unexpected lethal with the mana you'll have sitting around from ramp, Displacer Kitten can repeatedly trigger abilities from Thought Monitor or Combustable Gearhulk to draw through your deck for answers and threats while threatening large burn damage to face, and Liberator, Urza's Battlethopter will grow large over the course of a game, potentially meeting your other flyers in stats in the late game.\n\n"},{"attributes":{"bold":true},"insert":"Starting Hands"},{"insert":"\nIdeally, you want to get your commander out on turn 3, which means you'll need 4 mana by then. Typically, that means you'll have 3 untapped lands and a 2 cost ramp artifact like arcane signet. Once you get your commander out, you'll have around 4 lands, 1 mana rock, and 3 mana from firebending on turn 4 so you can cast around 8 mana worth of spells, putting you far ahead if you have a way to spend it. \nOnce you have your mana, you'll either want a handful of ways to spend, like expensive beaters, or ways to draw more cards with that mana. \nAn example would be 3 lands, an Arcane Signet, an Urthos Research Craft, a piece of removal like Noxious Gearhulk, and whatever other card you have. You'll have a land for the first 3 turns, a turn 2 ramp, turn 3 commander, and turn 4 removal or card draw prepared for the turns moving forward. \nAvoid hand that lack ramp, have too much ramp and nothing to do with it (unless you want to gamble you'll draw into something), have under 2 lands, or more than 3 lands. Never take a hand that casts a turn 5 commander unless it has good reason to (ex. multiple ramp cards that put you very far ahead in mana prior to casting the commander if you want to be greedy).\n\n"}]}
Back Up Options
Fire Lord Azula
Firebending 2 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Legendary Creature - Human Noble

Fire Nation Occupation
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1. (Whenever it attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Enchantment

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

Liberator, Urza's Battlethopter
Flash
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Flying
You may cast colorless spells and artifact spells as though they had flash.
Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Creature Artifact - Thopter

Zuko, Firebending Master
First strike
Firebending X, where X is the number of experience counters you have. (Whenever this creature attacks, add X . This mana lasts until end of combat.)
Whenever you cast a spell during combat, you get an experience counter.
Firebending X, where X is the number of experience counters you have. (Whenever this creature attacks, add X . This mana lasts until end of combat.)
Whenever you cast a spell during combat, you get an experience counter.
Legendary Creature - Human Ally Noble

Back Up Options
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Draw
Padeem, Consul of Innovation
Artifacts you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
At the beginning of your upkeep, if you control the artifact with the greatest mana value or tied for the greatest mana value, draw a card.
Legendary Creature - Artificer Vedalken

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

Draw
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Finisher
Finisher
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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

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
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Protection
Protection
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Ramp
Artificer Class
(Gain the next level as a sorcery to add its ability.)
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
The first artifact spell you cast each turn costs less to cast.
: Level 2
When this Class becomes level 2, reveal cards from the top of your library until you reveal an artifact card. Put that card into your hand and the rest on the bottom of your library in a random order.
: Level 3
At the beginning of your end step, create a token that's a copy of target artifact you control.
Enchantment - Class

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Recursion
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Recursion
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Removal
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

Grim Bauble
When this artifact enters, target creature an opponent controls gets -2/-2 until end of turn.
, , Sacrifice this artifact: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, , Sacrifice this artifact: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Artifact

Removal
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Overview"},{"insert":"\nAt its core this deck is just an artifact creature pile that aims to get creatures on board, ramp into bigger threats and value pieces quickly, and wins through flying beaters while keeping bigger threats in check.\n\n"},{"attributes":{"bold":true},"insert":"Tutors"},{"insert":"\nThere are two tutors in this deck, Trophy and Treasure Mage. They each find artifacts of specific mana values, 3 and 6+ respectively.\nTrophy Mage specifically finds artifacts mana value 3. For ramp you can grab Metalworker who gives insane mana left unchecked, and for card draw there's both Requiem Monolith and Uthros Research Craft depending on what's available to you, and if you need to replace a dead commander's ability theres Liberator, Urza'a Battlethopter to give your artifacts flash and Foundry Inspector to make artifacts cheaper.\nTreasure Mage finds artifacts mana value 6 or greater, but most of your finds have affinity for artifacts which means they'll actually only cost you 1-3 mana to cast in a round. For removal theres Demonic Junker, for burst draw you can get Thought Monitor, Combustable Gearhulk threatens large bursts of damage or card draw, and Furnace Hellkite can hit face for upwards of 10 damage in the air.\n\n"},{"attributes":{"bold":true},"insert":"Winning"},{"insert":"\nThis deck lacks a single card win or combo, so you're playing for a slightly longer game where your flying beaters knock away weakened players uncontested.\nNotably, there's Broodstar who gets very large for cheap just by playing your deck normally, Furnace Hellkite who you can dump excess mana into before damage to hit someone for unexpected lethal with the mana you'll have sitting around from ramp, Displacer Kitten can repeatedly trigger abilities from Thought Monitor or Combustable Gearhulk to draw through your deck for answers and threats while threatening large burn damage to face, and Liberator, Urza's Battlethopter will grow large over the course of a game, potentially meeting your other flyers in stats in the late game.\n\n"},{"attributes":{"bold":true},"insert":"Starting Hands"},{"insert":"\nIdeally, you want to get your commander out on turn 3, which means you'll need 4 mana by then. Typically, that means you'll have 3 untapped lands and a 2 cost ramp artifact like arcane signet. Once you get your commander out, you'll have around 4 lands, 1 mana rock, and 3 mana from firebending on turn 4 so you can cast around 8 mana worth of spells, putting you far ahead if you have a way to spend it. \nOnce you have your mana, you'll either want a handful of ways to spend, like expensive beaters, or ways to draw more cards with that mana. \nAn example would be 3 lands, an Arcane Signet, an Urthos Research Craft, a piece of removal like Noxious Gearhulk, and whatever other card you have. You'll have a land for the first 3 turns, a turn 2 ramp, turn 3 commander, and turn 4 removal or card draw prepared for the turns moving forward. \nAvoid hand that lack ramp, have too much ramp and nothing to do with it (unless you want to gamble you'll draw into something), have under 2 lands, or more than 3 lands. Never take a hand that casts a turn 5 commander unless it has good reason to (ex. multiple ramp cards that put you very far ahead in mana prior to casting the commander if you want to be greedy).\n\n"}]}

























































































