Sh0gun1ron
15 views4 days ago
Commander
Size: 100Est cost: $145.32Salt sum: 31.9
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{"ops":[{"insert":"cards to buy:\n\n1x All That Glitters\n1x Angelic Gift\n1x Benevolent Blessing\n1x Claim Jumper\n1x Danitha Capashen, Paragon\n1x Darksteel Mutation\n1x Eye of Nidhogg\n1x Feather of Flight\n1x Fungal Fortitude\n1x Glasswing Grace\n1x Hallowed Haunting\n1x Hero of Iroas\n1x Hyena Umbra\n1x Kaya's Ghostform\n1x Light-Paws, Emperor's Voice\n1x Lord Skitter's Blessing\n1x Mesa Enchantress\n1x Open the Armory\n1x Reprobation\n1x Rune of Mortality\n1x Rune of Sustenance\n1x Scourgemark\n1x Shay Cormac\n1x Spellbook Vendor\n1x Spirit Link\n1x Spirit Mantle\n1x Tempest Technique\n1x Twinblade Blessing\n1x Vampiric Link\n1x Winds of Rath\n\n"},{"attributes":{"background":"#ffffff","color":"#212529"},"insert":"The goal of this deck is to force your opponents to attack and kill each other, and we accomplish it primarily with Auras! The game plan is to cast a whole bunch of auras, enchanting your creatures but more importantly your opponents' creatures as well, making them hit harder but also forcing them to attack your opponents. The detriment of most aura decks is becoming just a voltron pile. Voltron is easy to deal with. We don't want that. Lots of protection spells and cantrip enchantments allow us to keep the gas in hand and on the board. The GOAD mechanic is actually really nice because it keeps just enough pressure off to tempo out the game. People have to leave removal up for the things you goad, and durdle players get forced to swing with valuable assets (setting them back). Hard to get killed when the biggest things on the board are killing eachother. "},{"insert":"\n\n"}]}
Commander
Killian, Decisive Mentor
Whenever an enchantment you control enters, tap up to one target creature and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Legendary Creature - Human Warlock

Commander
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1. Pants-wearers (go tall)
Eidolon of Countless Battles
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
Creature Enchantment - Spirit

Shay Cormac
: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature.
Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature.
Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Legendary Creature - Human Knight Rogue

1. Pants-wearers (go tall)
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2. support crew (go wide)
Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock

Hallowed Haunting
As long as you control seven or more enchantments, creatures you control have flying and vigilance.
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Enchantment

2. support crew (go wide)
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3. the tailors
Light-Paws, Emperor's Voice
Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
Legendary Creature - Advisor Fox

Lord Skitter's Blessing
When this enchantment enters, create a Wicked Role token attached to target creature you control. (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
At the beginning of your draw step, if you control an enchanted creature, you lose 1 life and you draw an additional card.
Enchantment

Pearl-Ear, Imperial Advisor
Lifelink
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Enchantment spells you cast have affinity for Auras. (They cost less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Advisor Fox

Spellbook Vendor
Vigilance
At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
At the beginning of combat on your turn, you may pay . When you do, create a Sorcerer Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Creature - Human Peasant

3. the tailors
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4. the pants
Eye of Nidhogg
Enchant creature
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
Enchanted creature is a black Dragon with base power and toughness 4/2, has flying and deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When Eye of Nidhogg is put into a graveyard from the battlefield, return it to its owner's hand.
Legendary Enchantment - Aura

4. the pants
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Protection
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

Protection
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Ramp
Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

Ramp
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Removal
Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"cards to buy:\n\n1x All That Glitters\n1x Angelic Gift\n1x Benevolent Blessing\n1x Claim Jumper\n1x Danitha Capashen, Paragon\n1x Darksteel Mutation\n1x Eye of Nidhogg\n1x Feather of Flight\n1x Fungal Fortitude\n1x Glasswing Grace\n1x Hallowed Haunting\n1x Hero of Iroas\n1x Hyena Umbra\n1x Kaya's Ghostform\n1x Light-Paws, Emperor's Voice\n1x Lord Skitter's Blessing\n1x Mesa Enchantress\n1x Open the Armory\n1x Reprobation\n1x Rune of Mortality\n1x Rune of Sustenance\n1x Scourgemark\n1x Shay Cormac\n1x Spellbook Vendor\n1x Spirit Link\n1x Spirit Mantle\n1x Tempest Technique\n1x Twinblade Blessing\n1x Vampiric Link\n1x Winds of Rath\n\n"},{"attributes":{"background":"#ffffff","color":"#212529"},"insert":"The goal of this deck is to force your opponents to attack and kill each other, and we accomplish it primarily with Auras! The game plan is to cast a whole bunch of auras, enchanting your creatures but more importantly your opponents' creatures as well, making them hit harder but also forcing them to attack your opponents. The detriment of most aura decks is becoming just a voltron pile. Voltron is easy to deal with. We don't want that. Lots of protection spells and cantrip enchantments allow us to keep the gas in hand and on the board. The GOAD mechanic is actually really nice because it keeps just enough pressure off to tempo out the game. People have to leave removal up for the things you goad, and durdle players get forced to swing with valuable assets (setting them back). Hard to get killed when the biggest things on the board are killing eachother. "},{"insert":"\n\n"}]}






















































