22 views2 days ago
Commander
Size: 100Est cost: $1367.06Salt sum: 43.03
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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

Qty: 1 Price: $69.99
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.
Legendary Creature - Human Monk
Tifa, Martial Artist (fic) 206

Commander

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Anthem

Qty: 1 Price: $24.99
Elesh Norn, Grand Cenobite
Vigilance
Other creatures you control get +2/+2.
Creatures your opponents control get -2/-2.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Grand Cenobite (mul) 3

Anthem

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Artifact

Qty: 1 Price: $13.99
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.
Artifact
Cosmic Cube (msh) 245

Artifact

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Creature

Qty: 3 Price: $8.77
Curious Colossus
When this creature enters, each creature target opponent controls loses all abilities, becomes a Coward in addition to its other types, and has base power and toughness 1/1.
Creature - Warrior Giant
Curious Colossus (ecl) 298
Leatherhead, Iron Gator
Trample, haste
Whenever Leatherhead attacks, put two +1/+1 counters on each creature you control.
Legendary Creature - Rogue Mutant Crocodile
Leatherhead, Iron Gator (tmc) 30
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.
Legendary Creature - Mutant Ninja Turtle
Raph & Mikey, Troublemakers (tmt) 250

Creature

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Draw

Qty: 4 Price: $92.82
Elemental Bond
Whenever a creature you control with power 3 or greater enters, draw a card.
Enchantment
Elemental Bond (tle) 40
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.
Enchantment
Garruk's Uprising (wot) 53
Rhino, Barreling Brute
Vigilance, trample, haste
Whenever Rhino attacks, if you've cast a spell with mana value 4 or greater this turn, draw a card.
Legendary Creature - Human Villain
Rhino, Barreling Brute (spm) 140
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (tle) 41

Draw

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Finisher

Qty: 3 Price: $34.47
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.
Instant
Great Train Heist (otj) 331
Jumbo Cactuar
10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn.
Creature - Plant
Jumbo Cactuar (fin) 191
Titanic Ultimatum
Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.
Sorcery
Titanic Ultimatum (sld) 1923

Finisher

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Land

Qty: 35 Price: $354.41
Baxter Building
: Add
.
,
: Add four mana in any combination of colors.
,
: Draw a card. Activate only if you control a creature with toughness 4 or greater.
Land
Baxter Building (msh) 261
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.
Legendary Land
Boseiju, Who Endures (neo) 412
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (clb) 601
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (fic) 485
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (fic) 390
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (fic) 392
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 307
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (snc) 351
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 327
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (fin) 305
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (mid) 283
Plains
(
: Add
.)
Basic Land - Plains
Plains (fin) 295
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (tdc) 387
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fic) 415
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (fic) 416
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (rvr) 297
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 664
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (rvr) 299
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (fic) 432
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (ecl) 351
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 333
Training Compound
: Add
.
: Add
or
. Activate only if this land entered this turn or if you control a basic land.
Land
Training Compound (msh) 384
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 360
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 361

Land

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Protection

Qty: 10 Price: $113.26
Akroma's Memorial
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Legendary Artifact
Akroma's Memorial (spg) 81
Bolt Bend
This spell costs
less to cast if you control a creature with power 4 or greater.
Change the target of target spell or ability with a single target.
Instant
Bolt Bend (tle) 163
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (fdn) 721
Elderscale Wurm
Trample
When this creature enters, if your life total is less than 7, your life total becomes 7.
As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.
Creature - Wurm
Elderscale Wurm (m13) 167
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.
Legendary Creature - Angel
Gisela, Blade of Goldnight (cmm) 682
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (sld) 1872
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.)
Creature - Soldier Rhino Alien
Judoon Enforcers (who) 138
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (fic) 349
Not of This World
Counter target spell or ability that targets a permanent you control.
This spell costs
less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Instant Kindred - Eldrazi
Not of This World (cmm) 807
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (sld) 1740

Protection

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Pump

Qty: 3 Price: $40.37
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.
Legendary Enchantment - Aura
Super State (sld) 2081
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.
Instant
Tifa's Limit Break (fin) 207
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.)
Legendary Creature - Horror Phyrexian
Zopandrel, Hunger Dominus (one) 315

Pump

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Ramp

Qty: 30 Price: $492.47
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 333
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (sld) 1723
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (fic) 483
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 390
Boundless Realms
Search your library for up to X basic land cards, where X is the number of lands you control, put them onto the battlefield tapped, then shuffle.
Sorcery
Boundless Realms (plst) M13-162
Brass's Bounty
For each land you control, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Brass's Bounty (fdn) 190
Bugenhagen, Wise Elder
Reach
At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card.
: Add one mana of any color.
Legendary Creature - Human Shaman
Bugenhagen, Wise Elder (fic) 66
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (fca) 61
Chromatic Orrery
You may spend mana as though it were mana of any color.
: Add
.
,
: Draw a card for each color among permanents you control.
Legendary Artifact
Chromatic Orrery (lcc) 107
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (fic) 300
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.
Creature - Beast Plant
Cultivator Colossus (inr) 317
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 402
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
Entish Restoration (ltr) 163
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.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (fca) 45
Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (sld) 1229
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 347
Herd Migration
Domain — Create a 3/3 green Beast creature token for each basic land type among lands you control.
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Sorcery
Herd Migration (dmu) 413
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.
Legendary Creature - Dragon
Klauth, Unrivaled Ancient (sld) 2499
Krosan Tusker
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, you may search your library for a basic land card, reveal that card, put it into your hand, then shuffle. (Do this before you draw.)
Creature - Beast Boar
Krosan Tusker (j25) 681
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (j25) 149
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (fic) 311
Nyxbloom Ancient
Trample
If you tap a permanent for mana, it produces three times as much of that mana instead.
Creature Enchantment - Elemental
Nyxbloom Ancient (fca) 16
Old Gnawbone
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
Legendary Creature - Dragon
Old Gnawbone (afr) 296
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.
Legendary Creature - Elf Scout
Selvala, Heart of the Wilds (cmm) 681
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 357
Talisman of Impulse
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Impulse (who) 251
Talisman of Unity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Unity (who) 254
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (sld) 7049
Zendikar Resurgent
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Enchantment
Zendikar Resurgent (plst) OGW-147

Ramp

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Removal

Qty: 6 Price: $17.54
Angel of the Ruins
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling
(
, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Angel
Angel of the Ruins (fic) 229
Response
Response deals 5 damage to target attacking or blocking creature.
Instant
Response // Resurgence (rvr) 247
Sublime Exhalation
Undaunted (This spell costs
less to cast for each opponent.)
Destroy all creatures.
Sorcery
Sublime Exhalation (cmm) 475
The Last Agni Kai
Target creature you control fights target creature an opponent controls. If the creature the opponent controls is dealt excess damage this way, add that much
.
Until end of turn, you don't lose unspent red mana as steps and phases end.
Instant
The Last Agni Kai (tla) 144
Titan of Industry
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
Creature - Elemental
Titan of Industry (snc) 289
Ultima Weapon
Whenever equipped creature attacks, destroy target creature an opponent controls.
Equipped creature gets +7/+7.
Equip
Legendary Artifact - Equipment
Ultima Weapon (fin) 563

Removal

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Tokens

Qty: 1 Price: $3.99
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.
Legendary Creature - Vampire Dinosaur
Ghalta and Mavren (mom) 386

Tokens

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Tutor

Qty: 2 Price: $99.99
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (cmm) 700
Tooth and Nail
Choose one —
• Search your library for up to two creature cards, reveal them, put them into your hand, then shuffle.
• Put up to two creature cards from your hand onto the battlefield.
Entwine
(Choose both if you pay the entwine cost.)
Sorcery
Tooth and Nail (sld) 2250

Tutor

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Deck Info

Deck stats

19 pips - 11 cards
29 mana - 25 cards
0 pips - 0 cards
0 mana - 14 cards
0 pips - 0 cards
0 mana - 14 cards
19 pips - 14 cards
34 mana - 28 cards
65 pips - 41 cards
52 mana - 41 cards
0 pips - 0 cards
15 mana - 10 cards
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"}]}
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