Hylind
22 views2 days ago
Commander
Size: 100Est cost: $1367.06Salt sum: 43.03
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{"ops":[{"insert":"I love Final Fantasy VII.\n\nGrowing up in the Wii Era, I wasn't exposed to many of gaming's richest stories until I was a teenager, where I was able to go back and experience them retroactively. I of course started with FFVII, which I'd heard be praised as one of the greatest video games ever made. Naturally, I didn't get it at first. Every animation took forever and a half to show off the 3D, and I just couldn't contain my laughter controlling the blocky LEGO models on what were very clearly oversized png files. I thought this game was going to be another one of those cases where a beloved and revolutionary game just didn't stand the test of time.\n\nAnd then I used Tifa's Limit Break.\n\nSuddenly, instead of an animation just happening, there's a slot machine on my screen, and I'm in a minigame. If I time my button press wrong, I get a "},{"attributes":{"bold":true},"insert":"Miss"},{"insert":". If I time it right, I get a "},{"attributes":{"bold":true},"insert":"Hit"},{"insert":". If I time it REALLY right, I get a "},{"attributes":{"bold":true},"insert":"Yeah!"},{"insert":"\n\nSafe to say I was hooked.\n\nI became obsessed with unlocking all of Tifa's Limit Breaks and expanding the slot machine to, predictably, seven slots. I just think there's something in our lizard brains that activates at the idea of getting a Jackpot, the coveted Triple Seven, the key to our wildest dreams. Well folks, I'm not offering Triple Sevens today. I'm offering thirty-one Sevens. Thirty-one Jackpots in a single deck, and we're going to go through all of them across Tifa's 7 Limit Breaks. Here we go!\n\n"},{"attributes":{"bold":true},"insert":"Beat Rush"},{"insert":"\nStarting off easy with the cards that simply don't commit to the bit. Some of them can be casted for less than 7 mana, others are better off not casted at all. For example, "},{"insert":{"card-link":"Krosan Tusker"}},{"insert":" and "},{"insert":{"card-link":"Herd Migration"}},{"insert":" are pretty underwhelming cards to cast by themselves, but when discarded they can help you get lands faster so that you can play more of the important Jackpots. "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":" , of course, is the poster child of big creatures you can cycle for lands, but it helps to not underestimate the ability to exile artifacts and enchantments. Our obligatory boardwipe for the deck is "},{"insert":{"card-link":"Sublime Exhalation"}},{"insert":" , which is essentially if Wrath of God was a little quirky but also let you be a little more lenient with your colored mana, which is helpful in such a green-centric deck. Also in this category is "},{"insert":{"card-link":"Response // Resurgence"}},{"insert":" , which is only a 7-drop by sheer technicality, but It's good to have a Jackpot that can provide additional combats. The last Jackpot in this category is "},{"insert":{"card-link":"Judoon Enforcers"}},{"insert":" , which can be pretty good for locking down the board and ensuring you yourself don't become a victim of aggro decks. It can also be casted for 3 mana, provided you have a lot of patience, and you frankly would have to have a lot of patience to play a deck with 31 7-drops anyways, so who are we kidding here?\n\n"},{"attributes":{"bold":true},"insert":"Somersault"},{"insert":"\nWe're finally starting to get some momentum, and more importantly, some pretty good creatures are hitting the board. Nothing jaw-dropping yet, but they're a valuable little bunch that packs a lot of punch. First up is "},{"insert":{"card-link":"Rhino, Barreling Brute"}},{"insert":", who kind of does everything you'd want from a Gruul beater, and the card draw is greatly appreciated in this deck. After that is "},{"insert":{"card-link":"Titan of Industry"}},{"insert":", a pretty solid chunk of value all by itself. Artifact removal is always good, and the ability to potentially shield one of your bigger threats can definitely come in handy. Speaking of teamwork, "},{"insert":{"card-link":"Leatherhead, Iron Gator"}},{"insert":" is definitely one of the more collaborative heavy-hitters in this deck, and depending on how wide the board goes, a game-winning pump piece. Finally for this category we have "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":", the legend himself. He requires a little bit of support to be truly threatening, but he has no trouble completely wiping out those that aren't prepared for him.\n\n"},{"attributes":{"bold":true},"insert":"Waterkick"},{"insert":"\nWe've spent a little time on some classic beaters, but how about something more refreshing? How are we going to pay for all of these Jackpots anyways? What if we want more mana faster? Our first answer to this problem is "},{"insert":{"card-link":"Boundless Realms"}},{"insert":", a way to pull out basically all of our basics in one go. We also have "},{"insert":{"card-link":"Brass's Bounty"}},{"insert":" to profit even further on our land ramp. But I know what you're thinking, that's not fast enough, you want the mana faster. I hear you, and I'm with you. "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" is not only one hell of a mana rock, it completely wipes out the need for colored pips, streamlining our ramp and letting us focus more on casting Jackpots. Still not fast enough, I get it. That's why we have "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":", a beast whisperer and a mana doubler all in one. And if that's not fast enough, "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" will give you an entire dragon's hoard every single combat. Need I remind you you're going to be doing a few of those?\n\n"},{"attributes":{"bold":true},"insert":"Meteodrive"},{"insert":"\nA disorienting suplex, and likewise you need to be just as disorienting. Disrupt, impede, you're not just waving around big stat blocks here! You've got big value Jackpots that can halt progress completely like the incredibly thematic "},{"insert":{"card-link":"Elderscale Wurm"}},{"insert":", who can lock you at 7 HP. Next is "},{"insert":{"card-link":"Curious Colossus"}},{"insert":", who can completely shut off enemy game plans through ability removal and turning everyone else's creatures into measly 1/1s. One trick very few people will expect is "},{"insert":{"card-link":"Not of This World"}},{"insert":", a defensive counterspell that can be casted for free to protect one of your bigger threats. Threats like "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":", a card that needs no introduction whatsoever. At worst it cripples enemy boards, and at best it locks them out of the game entirely. Prove that you've got more than just some muscle on board\n\n"},{"attributes":{"bold":true},"insert":"Dolphin Blow"},{"insert":"\nBut, at the end of the day, some of these Jackpots are just here to flex. Don't be so clinical, have some fun, and get a little excessive! Don't just put a cherry on top, put a whole garden of cherries on top! No harm in a Jackpot you don't even really need to win. Like "},{"insert":{"card-link":"Ultima Weapon"}},{"insert":", a purely flavor pick but a fitting one all the same. Your opponents will still need to get rid of it before it gets rid of them. We also have "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" for if you still didn't think all of that ramping from earlier was enough, have triple the mana instead. "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" is an astounding card to be certain, but it's frankly decorative to the function of the deck. Finally we have "},{"insert":{"card-link":"Titanic Ultimatum"}},{"insert":", for if you just want to win with the full Naya colors. You do you, express yourself in your Jackpot usage.\n\n"},{"attributes":{"bold":true},"insert":"Meteor Strike"},{"insert":"\nAs we enter the penultimate Limit Break, we begin to approach tools that can build our snowball to a critical mass, and can make it very difficult to stop. "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" has the potential to be one of our biggest creatures on board while providing that authentic gambling experience of topdecking lands. "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" can let us hunt down our two best creatures (we'll get to them later), and for a pinch extra, put them on the battlefield straight away. "},{"insert":{"card-link":"Gisela, Blade of Goldnight"}},{"insert":" and "},{"insert":{"card-link":"Ghalta and Mavren"}},{"insert":" are both massive sticks of value and damage amplification, and core parts of the snowball. All that's left to do is finish it.\n\n"},{"attributes":{"bold":true},"insert":"Final Heaven"},{"insert":"\nWe've arrived at the peak, the summit of dopamine, the final 3 Jackpots. The Triple Sevens, if you will. These are our finishers, our win conditions, the Jackpots that will bring home the gold. "},{"insert":{"card-link":"Super State"}},{"insert":" is similar to Akroma's Memorial from earlier, just a bunch of buffs and keywords, but the ability to hit all three players at once can potentially lead to a 3-way KO in a single turn. "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" is a card that was seemingly made for this deck, giving you the ability to fish for a new Jackpot every single combat and filling your board to the brim with value. But of course, the best has been saved for last. The final jackpot is "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". Doubling the board's power is one thing, but in a deck with multiple combats, that can guarantee you the game outright, then and there.\n\nAnd that's it. All that's left to do is test out a deck where every play feels like you won, a deck that will truly have you saying "},{"attributes":{"bold":true},"insert":"Yeah!"},{"insert":" Give that lever a spin, and win the Jackpot!\n\n(Disclaimer: this deck and its creator do not condone real world gambling. buy singles.) \n"}]}
Commander
Tifa, Martial Artist
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Whenever one or more creatures you control with power 7 or greater deal combat damage to a player, untap all creatures you control. If it's the first combat phase of your turn, there is an additional combat phase after this phase.
Legendary Creature - Human Monk

Commander
(CTRL to add secondary)
Artifact
Cosmic Cube
Ward
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact

Artifact
(CTRL to add secondary)
Creature
Raph & Mikey, Troublemakers
Trample, haste
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Whenever Raph & Mikey attack, reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield tapped and attacking and the rest on the bottom of your library in a random order.
Legendary Creature - Mutant Ninja Turtle

Creature
(CTRL to add secondary)
Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
(CTRL to add secondary)
Finisher
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

Finisher
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
(CTRL to add secondary)
Protection
Gisela, Blade of Goldnight
Flying, first strike
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
If a source would deal damage to an opponent or a permanent an opponent controls, that source deals double that damage to that player or permanent instead.
If a source would deal damage to you or a permanent you control, prevent half that damage, rounded up.
Legendary Creature - Angel

Judoon Enforcers
Trample
No more than one creature can attack you each combat.
Suspend 6— (Rather than cast this card from your hand, you may pay and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
No more than one creature can attack you each combat.
Suspend 6— (Rather than cast this card from your hand, you may pay and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Creature - Soldier Rhino Alien

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

Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
Instant

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Pump
(CTRL to add secondary)
Ramp
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Klauth, Unrivaled Ancient
Flying, haste
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Whenever Klauth attacks, add X mana in any combination of colors, where X is the total power of attacking creatures. Spend this mana only to cast spells. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature - Dragon

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Ghalta and Mavren
Trample
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Legendary Creature - Vampire Dinosaur

Tokens
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I love Final Fantasy VII.\n\nGrowing up in the Wii Era, I wasn't exposed to many of gaming's richest stories until I was a teenager, where I was able to go back and experience them retroactively. I of course started with FFVII, which I'd heard be praised as one of the greatest video games ever made. Naturally, I didn't get it at first. Every animation took forever and a half to show off the 3D, and I just couldn't contain my laughter controlling the blocky LEGO models on what were very clearly oversized png files. I thought this game was going to be another one of those cases where a beloved and revolutionary game just didn't stand the test of time.\n\nAnd then I used Tifa's Limit Break.\n\nSuddenly, instead of an animation just happening, there's a slot machine on my screen, and I'm in a minigame. If I time my button press wrong, I get a "},{"attributes":{"bold":true},"insert":"Miss"},{"insert":". If I time it right, I get a "},{"attributes":{"bold":true},"insert":"Hit"},{"insert":". If I time it REALLY right, I get a "},{"attributes":{"bold":true},"insert":"Yeah!"},{"insert":"\n\nSafe to say I was hooked.\n\nI became obsessed with unlocking all of Tifa's Limit Breaks and expanding the slot machine to, predictably, seven slots. I just think there's something in our lizard brains that activates at the idea of getting a Jackpot, the coveted Triple Seven, the key to our wildest dreams. Well folks, I'm not offering Triple Sevens today. I'm offering thirty-one Sevens. Thirty-one Jackpots in a single deck, and we're going to go through all of them across Tifa's 7 Limit Breaks. Here we go!\n\n"},{"attributes":{"bold":true},"insert":"Beat Rush"},{"insert":"\nStarting off easy with the cards that simply don't commit to the bit. Some of them can be casted for less than 7 mana, others are better off not casted at all. For example, "},{"insert":{"card-link":"Krosan Tusker"}},{"insert":" and "},{"insert":{"card-link":"Herd Migration"}},{"insert":" are pretty underwhelming cards to cast by themselves, but when discarded they can help you get lands faster so that you can play more of the important Jackpots. "},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":" , of course, is the poster child of big creatures you can cycle for lands, but it helps to not underestimate the ability to exile artifacts and enchantments. Our obligatory boardwipe for the deck is "},{"insert":{"card-link":"Sublime Exhalation"}},{"insert":" , which is essentially if Wrath of God was a little quirky but also let you be a little more lenient with your colored mana, which is helpful in such a green-centric deck. Also in this category is "},{"insert":{"card-link":"Response // Resurgence"}},{"insert":" , which is only a 7-drop by sheer technicality, but It's good to have a Jackpot that can provide additional combats. The last Jackpot in this category is "},{"insert":{"card-link":"Judoon Enforcers"}},{"insert":" , which can be pretty good for locking down the board and ensuring you yourself don't become a victim of aggro decks. It can also be casted for 3 mana, provided you have a lot of patience, and you frankly would have to have a lot of patience to play a deck with 31 7-drops anyways, so who are we kidding here?\n\n"},{"attributes":{"bold":true},"insert":"Somersault"},{"insert":"\nWe're finally starting to get some momentum, and more importantly, some pretty good creatures are hitting the board. Nothing jaw-dropping yet, but they're a valuable little bunch that packs a lot of punch. First up is "},{"insert":{"card-link":"Rhino, Barreling Brute"}},{"insert":", who kind of does everything you'd want from a Gruul beater, and the card draw is greatly appreciated in this deck. After that is "},{"insert":{"card-link":"Titan of Industry"}},{"insert":", a pretty solid chunk of value all by itself. Artifact removal is always good, and the ability to potentially shield one of your bigger threats can definitely come in handy. Speaking of teamwork, "},{"insert":{"card-link":"Leatherhead, Iron Gator"}},{"insert":" is definitely one of the more collaborative heavy-hitters in this deck, and depending on how wide the board goes, a game-winning pump piece. Finally for this category we have "},{"insert":{"card-link":"Jumbo Cactuar"}},{"insert":", the legend himself. He requires a little bit of support to be truly threatening, but he has no trouble completely wiping out those that aren't prepared for him.\n\n"},{"attributes":{"bold":true},"insert":"Waterkick"},{"insert":"\nWe've spent a little time on some classic beaters, but how about something more refreshing? How are we going to pay for all of these Jackpots anyways? What if we want more mana faster? Our first answer to this problem is "},{"insert":{"card-link":"Boundless Realms"}},{"insert":", a way to pull out basically all of our basics in one go. We also have "},{"insert":{"card-link":"Brass's Bounty"}},{"insert":" to profit even further on our land ramp. But I know what you're thinking, that's not fast enough, you want the mana faster. I hear you, and I'm with you. "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" is not only one hell of a mana rock, it completely wipes out the need for colored pips, streamlining our ramp and letting us focus more on casting Jackpots. Still not fast enough, I get it. That's why we have "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":", a beast whisperer and a mana doubler all in one. And if that's not fast enough, "},{"insert":{"card-link":"Old Gnawbone"}},{"insert":" will give you an entire dragon's hoard every single combat. Need I remind you you're going to be doing a few of those?\n\n"},{"attributes":{"bold":true},"insert":"Meteodrive"},{"insert":"\nA disorienting suplex, and likewise you need to be just as disorienting. Disrupt, impede, you're not just waving around big stat blocks here! You've got big value Jackpots that can halt progress completely like the incredibly thematic "},{"insert":{"card-link":"Elderscale Wurm"}},{"insert":", who can lock you at 7 HP. Next is "},{"insert":{"card-link":"Curious Colossus"}},{"insert":", who can completely shut off enemy game plans through ability removal and turning everyone else's creatures into measly 1/1s. One trick very few people will expect is "},{"insert":{"card-link":"Not of This World"}},{"insert":", a defensive counterspell that can be casted for free to protect one of your bigger threats. Threats like "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":", a card that needs no introduction whatsoever. At worst it cripples enemy boards, and at best it locks them out of the game entirely. Prove that you've got more than just some muscle on board\n\n"},{"attributes":{"bold":true},"insert":"Dolphin Blow"},{"insert":"\nBut, at the end of the day, some of these Jackpots are just here to flex. Don't be so clinical, have some fun, and get a little excessive! Don't just put a cherry on top, put a whole garden of cherries on top! No harm in a Jackpot you don't even really need to win. Like "},{"insert":{"card-link":"Ultima Weapon"}},{"insert":", a purely flavor pick but a fitting one all the same. Your opponents will still need to get rid of it before it gets rid of them. We also have "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" for if you still didn't think all of that ramping from earlier was enough, have triple the mana instead. "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" is an astounding card to be certain, but it's frankly decorative to the function of the deck. Finally we have "},{"insert":{"card-link":"Titanic Ultimatum"}},{"insert":", for if you just want to win with the full Naya colors. You do you, express yourself in your Jackpot usage.\n\n"},{"attributes":{"bold":true},"insert":"Meteor Strike"},{"insert":"\nAs we enter the penultimate Limit Break, we begin to approach tools that can build our snowball to a critical mass, and can make it very difficult to stop. "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" has the potential to be one of our biggest creatures on board while providing that authentic gambling experience of topdecking lands. "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" can let us hunt down our two best creatures (we'll get to them later), and for a pinch extra, put them on the battlefield straight away. "},{"insert":{"card-link":"Gisela, Blade of Goldnight"}},{"insert":" and "},{"insert":{"card-link":"Ghalta and Mavren"}},{"insert":" are both massive sticks of value and damage amplification, and core parts of the snowball. All that's left to do is finish it.\n\n"},{"attributes":{"bold":true},"insert":"Final Heaven"},{"insert":"\nWe've arrived at the peak, the summit of dopamine, the final 3 Jackpots. The Triple Sevens, if you will. These are our finishers, our win conditions, the Jackpots that will bring home the gold. "},{"insert":{"card-link":"Super State"}},{"insert":" is similar to Akroma's Memorial from earlier, just a bunch of buffs and keywords, but the ability to hit all three players at once can potentially lead to a 3-way KO in a single turn. "},{"insert":{"card-link":"Raph & Mikey, Troublemakers"}},{"insert":" is a card that was seemingly made for this deck, giving you the ability to fish for a new Jackpot every single combat and filling your board to the brim with value. But of course, the best has been saved for last. The final jackpot is "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". Doubling the board's power is one thing, but in a deck with multiple combats, that can guarantee you the game outright, then and there.\n\nAnd that's it. All that's left to do is test out a deck where every play feels like you won, a deck that will truly have you saying "},{"attributes":{"bold":true},"insert":"Yeah!"},{"insert":" Give that lever a spin, and win the Jackpot!\n\n(Disclaimer: this deck and its creator do not condone real world gambling. buy singles.) \n"}]}









































































