ZacimusPrime
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Commander
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{"ops":[{"insert":"# Exploration Fleet\n\n*\"To seek knowledge before conflict. To discover before we conquer.\"*\n\n## Mission\n\nThis deck is inspired by the spirit of optimistic space exploration.\n\nEvery Clue represents a new discovery.\n\nEvery artifact is a technological breakthrough.\n\nEvery game is another mission into the unknown.\n\nRather than winning through brute force, the Exploration Fleet advances through research, preparation, and innovation until its technological advantage becomes impossible to overcome.\n\n---\n\n## Strategy\n\nThe early turns are spent building infrastructure.\n\nChulane leads the expedition by rewarding every new crew member with additional knowledge and resources, drawing cards while expanding the fleet's territory. Mana rocks, cost reducers, and utility artifacts establish a strong economy while Investigate cards continually generate Clue tokens. Those Clues aren't just card draw. They represent the discoveries that fuel every future decision.\n\nMany permanents use charge counters, and proliferate steadily improves the fleet's technology over time. A single extra counter each turn can accelerate mana production, strengthen key artifacts, or bring long-term engines online much faster than opponents expect.\n\nAs the game progresses, artifact synergies begin overlapping.\n\nChulane's leadership keeps the expedition moving forward, while specialists like Rashmi, Emry, and Lonis transform each discovery into even greater technological progress.\n\nClues become resources.\n\nResources become creatures.\n\nCreatures crew spacecraft and support powerful artifact payoffs.\n\nCards like Academy Manufactor, Emry, Lurker of the Loch, Rashmi, Eternities Crafter, Cyberdrive Awakener, Crystalline Crawler, Darksteel Reactor, and Golem Foundry reward careful planning instead of explosive aggression.\n\nThe deck rarely looks threatening during the opening turns, but every small advancement compounds into a board state filled with efficient engines that become difficult to dismantle.\n\n---\n\n## Winning the Game\n\nVictory usually comes from one of several directions.\n\n- A massive artifact army created or animated by artifact payoffs.\n- Continuous value generated by Clues and artifact recursion.\n- Large creatures and upgraded spacecraft overwhelming opponents.\n- Charge-counter engines becoming too efficient to stop.\n- Alternate victories like Darksteel Reactor if left unchecked.\n\nThe deck is flexible enough to pivot between these plans depending on the game.\n\n---\n\n## Strengths\n\n- Excellent card advantage through Investigate.\n- Consistent mana development.\n- Strong artifact synergy.\n- Multiple paths to victory.\n- Resilient in long games.\n- Rewards careful sequencing and planning.\n\n---\n\n## Weaknesses\n\nThe fleet develops gradually.\n\nFast combo decks or highly aggressive strategies can pressure the deck before its engines are online.\n\nArtifact hate can slow progress considerably, making careful timing and resource management important.\n\n---\n\n## Theme\n\nThis deck isn't about racing to victory.\n\nIt's about exploration.\n\nEvery Clue is another anomaly investigated.\n\nEvery artifact is another technological breakthrough.\n\nEvery counter represents scientific progress.\n\nChulane serves as the expedition's commander, guiding the fleet through uncharted space. Scientists like Rashmi lead groundbreaking research, engineers recover and refine lost technology, and every Clue expands the fleet's understanding of the galaxy. Victory comes not through overwhelming force, but through superior preparation, innovation, and cooperation.\n\n*\"The next discovery is always just beyond the horizon.\"*\n"}]}
Copy
Copy
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Counters
Counters
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Draw
Lonis, Cryptozoologist
Whenever another nontoken creature you control enters, investigate.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
, Sacrifice X Clues: Target opponent reveals the top X cards of their library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield under your control. That player puts the rest on the bottom of their library in a random order.
Legendary Creature - Elf Scout Snake

Tezzeret, Betrayer of Flesh
The first activated ability of an artifact you activate each turn costs less to activate.
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
+1: Draw two cards. Then discard two cards unless you discard an artifact card.
−2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4.
−6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."
Legendary Planeswalker - Tezzeret

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

Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle

Draw
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Finisher
Kappa Cannoneer
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Ward
Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature. It can't be blocked this turn.
Ward
Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature. It can't be blocked this turn.
Creature Artifact - Warrior Turtle

Finisher
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Proliferate
Filigree Vector
When this creature enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts.
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Construct Phyrexian

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Proliferate
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Protection
Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Jadzi, Oracle of Arcavios
Discard a card: Return Jadzi to its owner's hand.
Magecraft — Whenever you cast or copy an instant or sorcery spell, reveal the top card of your library. If it's a nonland card, you may cast it by paying rather than paying its mana cost. If it's a land card, put it onto the battlefield.
Magecraft — Whenever you cast or copy an instant or sorcery spell, reveal the top card of your library. If it's a nonland card, you may cast it by paying rather than paying its mana cost. If it's a land card, put it onto the battlefield.
Legendary Creature - Human Wizard


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
Pinnacle Starcage
When this artifact enters, exile all artifacts and creatures with mana value 2 or less until this artifact leaves the battlefield.
: Put each card exiled with this artifact into its owner's graveyard, then create a 2/2 colorless Robot artifact creature token for each card put into a graveyard this way. Sacrifice this artifact.
: Put each card exiled with this artifact into its owner's graveyard, then create a 2/2 colorless Robot artifact creature token for each card put into a graveyard this way. Sacrifice this artifact.
Artifact

Specimen Freighter
When this Spacecraft enters, return up to two target non-Spacecraft creatures to their owners' hands.
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 9+.)
9+ | Flying
Whenever this Spacecraft attacks, defending player mills four cards.
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 9+.)
9+ | Flying
Whenever this Spacecraft attacks, defending player mills four cards.
Artifact - Spacecraft

Removal
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Tokens
Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"# Exploration Fleet\n\n*\"To seek knowledge before conflict. To discover before we conquer.\"*\n\n## Mission\n\nThis deck is inspired by the spirit of optimistic space exploration.\n\nEvery Clue represents a new discovery.\n\nEvery artifact is a technological breakthrough.\n\nEvery game is another mission into the unknown.\n\nRather than winning through brute force, the Exploration Fleet advances through research, preparation, and innovation until its technological advantage becomes impossible to overcome.\n\n---\n\n## Strategy\n\nThe early turns are spent building infrastructure.\n\nChulane leads the expedition by rewarding every new crew member with additional knowledge and resources, drawing cards while expanding the fleet's territory. Mana rocks, cost reducers, and utility artifacts establish a strong economy while Investigate cards continually generate Clue tokens. Those Clues aren't just card draw. They represent the discoveries that fuel every future decision.\n\nMany permanents use charge counters, and proliferate steadily improves the fleet's technology over time. A single extra counter each turn can accelerate mana production, strengthen key artifacts, or bring long-term engines online much faster than opponents expect.\n\nAs the game progresses, artifact synergies begin overlapping.\n\nChulane's leadership keeps the expedition moving forward, while specialists like Rashmi, Emry, and Lonis transform each discovery into even greater technological progress.\n\nClues become resources.\n\nResources become creatures.\n\nCreatures crew spacecraft and support powerful artifact payoffs.\n\nCards like Academy Manufactor, Emry, Lurker of the Loch, Rashmi, Eternities Crafter, Cyberdrive Awakener, Crystalline Crawler, Darksteel Reactor, and Golem Foundry reward careful planning instead of explosive aggression.\n\nThe deck rarely looks threatening during the opening turns, but every small advancement compounds into a board state filled with efficient engines that become difficult to dismantle.\n\n---\n\n## Winning the Game\n\nVictory usually comes from one of several directions.\n\n- A massive artifact army created or animated by artifact payoffs.\n- Continuous value generated by Clues and artifact recursion.\n- Large creatures and upgraded spacecraft overwhelming opponents.\n- Charge-counter engines becoming too efficient to stop.\n- Alternate victories like Darksteel Reactor if left unchecked.\n\nThe deck is flexible enough to pivot between these plans depending on the game.\n\n---\n\n## Strengths\n\n- Excellent card advantage through Investigate.\n- Consistent mana development.\n- Strong artifact synergy.\n- Multiple paths to victory.\n- Resilient in long games.\n- Rewards careful sequencing and planning.\n\n---\n\n## Weaknesses\n\nThe fleet develops gradually.\n\nFast combo decks or highly aggressive strategies can pressure the deck before its engines are online.\n\nArtifact hate can slow progress considerably, making careful timing and resource management important.\n\n---\n\n## Theme\n\nThis deck isn't about racing to victory.\n\nIt's about exploration.\n\nEvery Clue is another anomaly investigated.\n\nEvery artifact is another technological breakthrough.\n\nEvery counter represents scientific progress.\n\nChulane serves as the expedition's commander, guiding the fleet through uncharted space. Scientists like Rashmi lead groundbreaking research, engineers recover and refine lost technology, and every Clue expands the fleet's understanding of the galaxy. Victory comes not through overwhelming force, but through superior preparation, innovation, and cooperation.\n\n*\"The next discovery is always just beyond the horizon.\"*\n"}]}


































































