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Commander
Size: 100Salt sum: 68.13
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Evangelus

25 views16 hrs ago
Commander
Size: 100Salt sum: 68.13

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{"ops":[{"attributes":{"bold":true},"insert":"Chun-Li, Countless Kicks"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"insert":"(Zethi, Arcane Blademaster)"},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Spellslinger Voltron • Bracket 4 "},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Identity"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Zethi, Arcane Blademaster is not a conventional Equipment Voltron commander. The Equipment and Auras make Zethi a credible lethal threat, but the real engine is her ability to exile instant cards from the graveyard and cast copies of those cards whenever she attacks. The deck therefore wants to play two games at once: develop a compact Voltron package while stocking the graveyard with cheap, high-impact instants that become dramatically better when copied.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primary Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Develop — "},{"insert":"Establish mana, card selection, and a source of advantage. Sol Ring, Moxen, Talismans and Signet accelerate the deck, while Ponder, Preordain, Brainstorm, Opt and Consider help find the pieces you need.\n"},{"attributes":{"bold":true},"insert":"2. Prepare the Graveyard — "},{"insert":"Cast useful instants early rather than treating the graveyard as a resource to avoid. Snap, Frantic Search, Brainstorm, protection spells and interaction all become future Zethi ammunition.\n"},{"attributes":{"bold":true},"insert":"3. Deploy Zethi — "},{"insert":"Cast Zethi with enough mana to give her one or more kick counters when possible. Each kick lets her exile another instant from your graveyard.\n"},{"attributes":{"bold":true},"insert":"4. Make Zethi Attack — "},{"insert":"Protect her with equipment, Auras, or instant-speed protection, then attack. Her trigger lets you cast copies of every exiled card with a kick counter.\n"},{"attributes":{"bold":true},"insert":"5. Convert the Spell Chain into Lethal Damage — "},{"insert":"Show of Confidence, equipment, evasion and repeated protection turn a normal attack into a lethal commander-damage sequence.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Zethi Ammunition Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The most important cards in the deck are the inexpensive instants that remain useful throughout the game. Because Zethi copies the cards rather than casting the original cards, mana efficiency matters: the ideal bullet costs one or two mana and becomes significantly stronger when you can cast several copies in one attack.\n"},{"attributes":{"bold":true},"insert":"Card Selection: "},{"insert":"Brainstorm, Opt, Consider. These keep the deck moving and can be replayed through Zethi. Brainstorm becomes especially potent alongside fetch lands.\n"},{"attributes":{"bold":true},"insert":"Mana & Velocity: "},{"insert":"Snap, Frantic Search. These are among the deck's most explosive bullets. Snap can return a creature while untapping lands; Frantic Search replaces itself while untapping three lands.\n"},{"attributes":{"bold":true},"insert":"Protection: "},{"insert":"Slip Out the Back, Shelter, Flawless Maneuver, Teferi's Protection. Keeping Zethi alive is the deck's central tactical problem. These spells make the attack engine much harder to stop.\n"},{"attributes":{"bold":true},"insert":"Evasion: "},{"insert":"Shadow Rift, March of Swirling Mist. The deck does not need to remove every blocker if it can simply make Zethi connect.\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"Swords to Plowshares, Path to Exile, Pongify. Cheap answers are excellent Zethi targets because multiple copies can clear several problems for relatively little mana.\n"},{"attributes":{"bold":true},"insert":"Stack Interaction: "},{"insert":"Swan Song, An Offer You Can't Refuse, Dovin's Veto, Counterspell, Mana Drain, Fierce Guardianship, Force of Will. These protect the engine while also becoming reusable answers once Zethi has loaded them.\n"},{"attributes":{"bold":true},"insert":"Finisher: "},{"insert":"Show of Confidence. The deck's signature payoff. A Zethi attack can cast several spells, giving Show of Confidence a large number of spell-casts to leverage into a huge creature.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Voltron Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Equipment package is deliberately smaller than a traditional Voltron list. The goal is not to spend every turn suiting up Zethi; it is to give her the right combination of power, evasion, protection, and card advantage while leaving room for the instant engine.\n"},{"attributes":{"bold":true},"insert":"Swords of X and Y — "},{"insert":"Sword of Fire and Ice supplies cards and damage; Sword of Feast and Famine can effectively refund the mana spent on the turn; Sword of Light and Shadow supplies protection and recursion.\n"},{"attributes":{"bold":true},"insert":"Kaldra Compleat — "},{"insert":"A high-impact standalone threat that gives Zethi a serious clock.\n"},{"attributes":{"bold":true},"insert":"Whispersilk Cloak / Spirit Mantle / Steel of the Godhead — "},{"insert":"The primary ways to ensure Zethi actually connects.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves / Swiftfoot Boots / Robe of Stars — "},{"insert":"Protection and, where relevant, haste or evasion. Robe of Stars is particularly valuable because it can make Zethi disappear from most interaction.\n"},{"attributes":{"bold":true},"insert":"Shadowspear — "},{"insert":"Efficient power, trample, and lifelink; trample is particularly useful when protection or evasion is unavailable.\n"},{"attributes":{"bold":true},"insert":"All That Glitters / Ethereal Armor — "},{"insert":"Cheap ways to turn the deck's growing artifact/enchantment count into meaningful commander damage.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Support Creatures"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stoneforge Mystic — "},{"insert":"Finds the equipment needed for the current board state.\n"},{"attributes":{"bold":true},"insert":"Puresteel Paladin — "},{"insert":"Turns a developed equipment board into a much more mana-efficient Voltron package and draws cards.\n"},{"attributes":{"bold":true},"insert":"Sram, Senior Edificer — "},{"insert":"Provides card advantage from Equipment and Aura casts.\n"},{"attributes":{"bold":true},"insert":"Sigarda's Aid — "},{"insert":"Lets equipment enter at instant speed and dramatically reduces the tempo cost of suiting up Zethi.\n"},{"attributes":{"bold":true},"insert":"Esper Sentinel — "},{"insert":"Efficient early interaction/card advantage that also benefits from the deck's low curve.\n"},{"attributes":{"bold":true},"insert":"Archmage Emeritus — "},{"insert":"A powerful engine once the deck begins casting multiple instants from Zethi's attack trigger.\n"},{"attributes":{"bold":true},"insert":"Monastery Mentor — "},{"insert":"Rewards the deck for doing what it already wants to do: cast lots of noncreature spells.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mana & Card Advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck uses a relatively low land count because the curve is concentrated in the one-to-three-mana range and the fast-mana package is unusually strong for a non-cEDH Commander deck. Sol Ring, Mox Diamond, Chrome Mox and Mox Opal can accelerate the deck into an early Zethi, while Arcane Signet, Fellwar Stone and Talisman of Progress provide reliable fixing.\nRhystic Study, Mystic Remora and Smothering Tithe provide persistent advantage. These cards are not merely value engines; they help solve the fundamental tension of the deck: Zethi wants to spend mana casting multiple copied spells during an attack, so generating cards and resources before that turn is extremely important.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Enlightened Tutor, Steelshaper's Gift and Idyllic Tutor give the deck access to the appropriate permanent for the situation. Do not automatically tutor for the biggest Equipment. Ask what the current game requires: evasion, protection, card advantage, or raw damage. Steel of the Godhead or Whispersilk Cloak can be much more valuable than another high-power sword if the problem is connecting.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Playing the Early Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Prioritize a hand containing two or three lands, acceleration, and at least one cheap source of card selection or advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do not be afraid to cast your future Zethi bullets early. A Swords to Plowshares or Brainstorm in the graveyard is not a wasted resource; it is potential future ammunition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use Ponder and Preordain aggressively for setup. They cannot be loaded by Zethi because they are sorceries, but they are excellent at finding Zethi, equipment, mana, or protection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid rushing Zethi onto an empty board simply because you can. Zethi is much stronger when her first attack is protected and her graveyard already contains several useful instants."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The First Zethi Turn"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The ideal first Zethi turn is usually not about maximizing the number of kick counters at all costs. It is about maximizing the quality of the attack that those counters will enable. If you can give Zethi haste or otherwise protect her from immediate removal, loading two or three exceptional instants can be better than loading a larger number of mediocre cards.\nRemember that Zethi's copies still have to be cast. A graveyard containing four excellent six-mana instants is much less useful than one containing four one- and two-mana instants. The deck is deliberately built around this principle.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Explosive Attack Turn"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Once Zethi has kick counters and is ready to attack, sequence your spells carefully. Start with the spells that generate information, mana, or additional resources, then use protection and interaction as needed, and finish with the cards that maximize damage.\nSnap and Frantic Search can help create the mana needed to cast the rest of the copied spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Brainstorm and other cheap selection effects can improve your hand before committing to the rest of the sequence."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection spells should be held until you know what actually needs protecting unless the opponent has an obvious window to interact."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Show of Confidence is generally strongest after you have already cast several spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Important Tactical Considerations"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Zethi is the engine. "},{"insert":"Equipment is valuable because it helps Zethi survive and connect. If you have to choose between developing a sword and protecting Zethi, protection is often the better investment.\n"},{"attributes":{"bold":true},"insert":"The graveyard is your hand. "},{"insert":"Think about which instants you want available on the next attack before casting them. Cheap, flexible effects have unusually high long-term value.\n"},{"attributes":{"bold":true},"insert":"Copies still cost mana. "},{"insert":"Zethi does not make the copied spells free. This is why Snap, Frantic Search and cheap interaction are disproportionately important.\n"},{"attributes":{"bold":true},"insert":"Do not overcommit. "},{"insert":"The deck can produce spectacular turns, but it does not need to expose every permanent at once. Preserve enough resources to rebuild after a wipe.\n"},{"attributes":{"bold":true},"insert":"Know when to attack. "},{"insert":"A safe attack that produces three useful spells is generally better than a speculative attack that exposes Zethi to removal for marginal damage.\n"},{"attributes":{"bold":true},"insert":"Use evasion intelligently. "},{"insert":"Shadow Rift, Spirit Mantle, Steel of the Godhead and Whispersilk Cloak can turn a stalled board into a lethal one without requiring a full board clear.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Winning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The primary win condition is commander damage from Zethi. The deck establishes a protected, evasive Zethi, then uses a chain of copied instants to clear blockers, protect the attack, generate resources, and amplify her power. Show of Confidence can turn a spell-heavy attack into a massive finishing blow.\nThe secondary route is simply overwhelming the table through accumulated card advantage. Monastery Mentor and the equipment package can create a growing battlefield while Rhystic Study, Mystic Remora and Archmage Emeritus keep the hand full.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligan Priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2–3 lands plus at least one piece of acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A cheap card-selection spell such as Ponder, Preordain, Brainstorm, Opt or Consider."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early draw engine such as Esper Sentinel, Mystic Remora or Rhystic Study."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one useful cheap instant that will remain relevant later."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zethi plus a realistic path to casting and protecting her is an excellent hand, but do not keep a hand that only works if Zethi survives several turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Common Mistakes to Avoid"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Casting Zethi into obvious removal without protection just because she can be kicked."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Filling the graveyard with expensive spells that you cannot afford to cast as multiple copies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Treating every Equipment as equally important. The correct Equipment depends heavily on the board state."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Using all of your protection before the attack trigger resolves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Forgetting that Ponder and Preordain are sorceries and therefore cannot be selected by Zethi."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overvaluing commander damage on a turn where the spell engine could instead produce a decisive resource advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}

Commander

Qty: 1 Price: $20.99
Zethi, Arcane Blademaster
Multikicker

When Zethi, Arcane Blademaster enters, exile up to X target instant cards from your graveyard, where X is the number of times Zethi was kicked. Put a kick counter on each of them.
Whenever Zethi attacks, copy each exiled card you own with a kick counter on it. You may cast the copies.
Legendary Creature - Human Soldier
Zethi, Arcane Blademaster (sld) 432

Commander

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Counters

Qty: 1 Price: $74.99
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (dmr) 284

Counters

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Draw

Qty: 14 Price: $245.32
Archmage Emeritus
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature - Human Wizard
Archmage Emeritus (soc) 188
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (tle) 155
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (tle) 157
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (plst) A25-52
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (h2r) 2
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (tle) 159
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (dmr) 288
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (tdc) 158
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
Puresteel Paladin
Whenever an Equipment you control enters, you may draw a card.
Metalcraft — Equipment you control have equip
as long as you control three or more artifacts.
Creature - Human Knight
Puresteel Paladin (fic) 250
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (j22) 114
Sram, Senior Edificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Legendary Creature - Advisor Dwarf
Sram, Senior Edificer (soc) 176
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Artifact - Equipment
Sword of Fire and Ice (2xm) 297

Draw

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Evasion

Qty: 2 Price: $4.98
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86
Steel of the Godhead
Enchant creature
As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Enchantment - Aura
Steel of the Godhead (plst) SHM-150

Evasion

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Land

Qty: 36 Price: $393.37
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (plst) TMP-315
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 436
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (trk) 286
Island
(
: Add
.)
Basic Land - Island
Island (trk) 319
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (hoc) 212
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Tundra
(
: Add
or
.)
Land - Plains Island
Tundra (vma) 322

Land

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Lifegain

Qty: 1 Price: $39.99
Shadowspear
Equipped creature gets +1/+1 and has trample and lifelink.
: Permanents your opponents control lose hexproof and indestructible until end of turn.
Equip
Legendary Artifact - Equipment
Shadowspear (plst) THB-236

Lifegain

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Protection

Qty: 12 Price: $142.58
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Kaldra Compleat
Living weapon
Indestructible
Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature."
Equip
Legendary Artifact - Equipment
Kaldra Compleat (cmm) 958
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 61
Rebuff the Wicked
Counter target spell that targets a permanent you control.
Instant
Rebuff the Wicked (tsr) 35
Robe of Stars
Equipped creature gets +0/+3.
Astral Projection —
: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Equip
Artifact - Equipment
Robe of Stars (afc) 11
Shelter
Target creature you control gains protection from the color of your choice until end of turn.
Draw a card.
Instant
Shelter (cmm) 56
Slip Out the Back
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Slip Out the Back (clu) 99
Spirit Mantle
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
Enchantment - Aura
Spirit Mantle (soc) 175
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.)
Artifact - Equipment
Swiftfoot Boots (msc) 216
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32
Whispersilk Cloak
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Whispersilk Cloak (msc) 225

Protection

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Pump

Qty: 3 Price: $2.27
All That Glitters
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Enchantment - Aura
All That Glitters (pip) 155
Ethereal Armor
Enchant creature
Enchanted creature gets +1/+1 for each enchantment you control and has first strike.
Enchantment - Aura
Ethereal Armor (dsk) 7
Show of Confidence
When you cast this spell, copy it for each other instant and sorcery spell you've cast this turn. You may choose new targets for the copies.
Put a +1/+1 counter on target creature. It gains vigilance until end of turn.
Instant
Show of Confidence (stx) 28

Pump

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Ramp

Qty: 10 Price: $2155.20
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 192
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (2xm) 240
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (msc) 285
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (2xm) 275
Sigarda's Aid
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
Enchantment
Sigarda's Aid (cmr) 384
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (cmm) 57
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 213
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (acr) 99
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (msc) 221

Ramp

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Recursion

Qty: 1 Price: $11.99
Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment
Sword of Light and Shadow (acr) 100

Recursion

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Removal

Qty: 14 Price: $249.66
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fic) 267
Council's Judgment
Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
Sorcery
Council's Judgment (otc) 79
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rvr) 313
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (fic) 242
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tdc) 160
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143

Removal

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Tokens

Qty: 1 Price: $2.29
Monastery Mentor
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast a noncreature spell, create a 1/1 white Monk creature token with prowess.
Creature - Human Monk
Monastery Mentor (tdc) 125

Tokens

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Tutor

Qty: 4 Price: $110.96
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 263
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24
Steelshaper's Gift
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Sorcery
Steelshaper's Gift (cmm) 59
Stoneforge Mystic
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
,
: You may put an Equipment card from your hand onto the battlefield.
Creature - Artificer Kor
Stoneforge Mystic (2xm) 31

Tutor

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Deck Info

Deck stats

31 pips - 27 cards
25 mana - 25 cards
30 pips - 26 cards
28 mana - 28 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
8 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Chun-Li, Countless Kicks"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"insert":"(Zethi, Arcane Blademaster)"},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Spellslinger Voltron • Bracket 4 "},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"align":"center"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Deck Identity"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Zethi, Arcane Blademaster is not a conventional Equipment Voltron commander. The Equipment and Auras make Zethi a credible lethal threat, but the real engine is her ability to exile instant cards from the graveyard and cast copies of those cards whenever she attacks. The deck therefore wants to play two games at once: develop a compact Voltron package while stocking the graveyard with cheap, high-impact instants that become dramatically better when copied.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primary Game Plan"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Develop — "},{"insert":"Establish mana, card selection, and a source of advantage. Sol Ring, Moxen, Talismans and Signet accelerate the deck, while Ponder, Preordain, Brainstorm, Opt and Consider help find the pieces you need.\n"},{"attributes":{"bold":true},"insert":"2. Prepare the Graveyard — "},{"insert":"Cast useful instants early rather than treating the graveyard as a resource to avoid. Snap, Frantic Search, Brainstorm, protection spells and interaction all become future Zethi ammunition.\n"},{"attributes":{"bold":true},"insert":"3. Deploy Zethi — "},{"insert":"Cast Zethi with enough mana to give her one or more kick counters when possible. Each kick lets her exile another instant from your graveyard.\n"},{"attributes":{"bold":true},"insert":"4. Make Zethi Attack — "},{"insert":"Protect her with equipment, Auras, or instant-speed protection, then attack. Her trigger lets you cast copies of every exiled card with a kick counter.\n"},{"attributes":{"bold":true},"insert":"5. Convert the Spell Chain into Lethal Damage — "},{"insert":"Show of Confidence, equipment, evasion and repeated protection turn a normal attack into a lethal commander-damage sequence.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Zethi Ammunition Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The most important cards in the deck are the inexpensive instants that remain useful throughout the game. Because Zethi copies the cards rather than casting the original cards, mana efficiency matters: the ideal bullet costs one or two mana and becomes significantly stronger when you can cast several copies in one attack.\n"},{"attributes":{"bold":true},"insert":"Card Selection: "},{"insert":"Brainstorm, Opt, Consider. These keep the deck moving and can be replayed through Zethi. Brainstorm becomes especially potent alongside fetch lands.\n"},{"attributes":{"bold":true},"insert":"Mana & Velocity: "},{"insert":"Snap, Frantic Search. These are among the deck's most explosive bullets. Snap can return a creature while untapping lands; Frantic Search replaces itself while untapping three lands.\n"},{"attributes":{"bold":true},"insert":"Protection: "},{"insert":"Slip Out the Back, Shelter, Flawless Maneuver, Teferi's Protection. Keeping Zethi alive is the deck's central tactical problem. These spells make the attack engine much harder to stop.\n"},{"attributes":{"bold":true},"insert":"Evasion: "},{"insert":"Shadow Rift, March of Swirling Mist. The deck does not need to remove every blocker if it can simply make Zethi connect.\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"Swords to Plowshares, Path to Exile, Pongify. Cheap answers are excellent Zethi targets because multiple copies can clear several problems for relatively little mana.\n"},{"attributes":{"bold":true},"insert":"Stack Interaction: "},{"insert":"Swan Song, An Offer You Can't Refuse, Dovin's Veto, Counterspell, Mana Drain, Fierce Guardianship, Force of Will. These protect the engine while also becoming reusable answers once Zethi has loaded them.\n"},{"attributes":{"bold":true},"insert":"Finisher: "},{"insert":"Show of Confidence. The deck's signature payoff. A Zethi attack can cast several spells, giving Show of Confidence a large number of spell-casts to leverage into a huge creature.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Voltron Package"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Equipment package is deliberately smaller than a traditional Voltron list. The goal is not to spend every turn suiting up Zethi; it is to give her the right combination of power, evasion, protection, and card advantage while leaving room for the instant engine.\n"},{"attributes":{"bold":true},"insert":"Swords of X and Y — "},{"insert":"Sword of Fire and Ice supplies cards and damage; Sword of Feast and Famine can effectively refund the mana spent on the turn; Sword of Light and Shadow supplies protection and recursion.\n"},{"attributes":{"bold":true},"insert":"Kaldra Compleat — "},{"insert":"A high-impact standalone threat that gives Zethi a serious clock.\n"},{"attributes":{"bold":true},"insert":"Whispersilk Cloak / Spirit Mantle / Steel of the Godhead — "},{"insert":"The primary ways to ensure Zethi actually connects.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves / Swiftfoot Boots / Robe of Stars — "},{"insert":"Protection and, where relevant, haste or evasion. Robe of Stars is particularly valuable because it can make Zethi disappear from most interaction.\n"},{"attributes":{"bold":true},"insert":"Shadowspear — "},{"insert":"Efficient power, trample, and lifelink; trample is particularly useful when protection or evasion is unavailable.\n"},{"attributes":{"bold":true},"insert":"All That Glitters / Ethereal Armor — "},{"insert":"Cheap ways to turn the deck's growing artifact/enchantment count into meaningful commander damage.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Support Creatures"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Stoneforge Mystic — "},{"insert":"Finds the equipment needed for the current board state.\n"},{"attributes":{"bold":true},"insert":"Puresteel Paladin — "},{"insert":"Turns a developed equipment board into a much more mana-efficient Voltron package and draws cards.\n"},{"attributes":{"bold":true},"insert":"Sram, Senior Edificer — "},{"insert":"Provides card advantage from Equipment and Aura casts.\n"},{"attributes":{"bold":true},"insert":"Sigarda's Aid — "},{"insert":"Lets equipment enter at instant speed and dramatically reduces the tempo cost of suiting up Zethi.\n"},{"attributes":{"bold":true},"insert":"Esper Sentinel — "},{"insert":"Efficient early interaction/card advantage that also benefits from the deck's low curve.\n"},{"attributes":{"bold":true},"insert":"Archmage Emeritus — "},{"insert":"A powerful engine once the deck begins casting multiple instants from Zethi's attack trigger.\n"},{"attributes":{"bold":true},"insert":"Monastery Mentor — "},{"insert":"Rewards the deck for doing what it already wants to do: cast lots of noncreature spells.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mana & Card Advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck uses a relatively low land count because the curve is concentrated in the one-to-three-mana range and the fast-mana package is unusually strong for a non-cEDH Commander deck. Sol Ring, Mox Diamond, Chrome Mox and Mox Opal can accelerate the deck into an early Zethi, while Arcane Signet, Fellwar Stone and Talisman of Progress provide reliable fixing.\nRhystic Study, Mystic Remora and Smothering Tithe provide persistent advantage. These cards are not merely value engines; they help solve the fundamental tension of the deck: Zethi wants to spend mana casting multiple copied spells during an attack, so generating cards and resources before that turn is extremely important.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tutors"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Enlightened Tutor, Steelshaper's Gift and Idyllic Tutor give the deck access to the appropriate permanent for the situation. Do not automatically tutor for the biggest Equipment. Ask what the current game requires: evasion, protection, card advantage, or raw damage. Steel of the Godhead or Whispersilk Cloak can be much more valuable than another high-power sword if the problem is connecting.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Playing the Early Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Prioritize a hand containing two or three lands, acceleration, and at least one cheap source of card selection or advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do not be afraid to cast your future Zethi bullets early. A Swords to Plowshares or Brainstorm in the graveyard is not a wasted resource; it is potential future ammunition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Use Ponder and Preordain aggressively for setup. They cannot be loaded by Zethi because they are sorceries, but they are excellent at finding Zethi, equipment, mana, or protection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Avoid rushing Zethi onto an empty board simply because you can. Zethi is much stronger when her first attack is protected and her graveyard already contains several useful instants."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The First Zethi Turn"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The ideal first Zethi turn is usually not about maximizing the number of kick counters at all costs. It is about maximizing the quality of the attack that those counters will enable. If you can give Zethi haste or otherwise protect her from immediate removal, loading two or three exceptional instants can be better than loading a larger number of mediocre cards.\nRemember that Zethi's copies still have to be cast. A graveyard containing four excellent six-mana instants is much less useful than one containing four one- and two-mana instants. The deck is deliberately built around this principle.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The Explosive Attack Turn"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Once Zethi has kick counters and is ready to attack, sequence your spells carefully. Start with the spells that generate information, mana, or additional resources, then use protection and interaction as needed, and finish with the cards that maximize damage.\nSnap and Frantic Search can help create the mana needed to cast the rest of the copied spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Brainstorm and other cheap selection effects can improve your hand before committing to the rest of the sequence."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection spells should be held until you know what actually needs protecting unless the opponent has an obvious window to interact."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Show of Confidence is generally strongest after you have already cast several spells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Important Tactical Considerations"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Zethi is the engine. "},{"insert":"Equipment is valuable because it helps Zethi survive and connect. If you have to choose between developing a sword and protecting Zethi, protection is often the better investment.\n"},{"attributes":{"bold":true},"insert":"The graveyard is your hand. "},{"insert":"Think about which instants you want available on the next attack before casting them. Cheap, flexible effects have unusually high long-term value.\n"},{"attributes":{"bold":true},"insert":"Copies still cost mana. "},{"insert":"Zethi does not make the copied spells free. This is why Snap, Frantic Search and cheap interaction are disproportionately important.\n"},{"attributes":{"bold":true},"insert":"Do not overcommit. "},{"insert":"The deck can produce spectacular turns, but it does not need to expose every permanent at once. Preserve enough resources to rebuild after a wipe.\n"},{"attributes":{"bold":true},"insert":"Know when to attack. "},{"insert":"A safe attack that produces three useful spells is generally better than a speculative attack that exposes Zethi to removal for marginal damage.\n"},{"attributes":{"bold":true},"insert":"Use evasion intelligently. "},{"insert":"Shadow Rift, Spirit Mantle, Steel of the Godhead and Whispersilk Cloak can turn a stalled board into a lethal one without requiring a full board clear.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Winning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The primary win condition is commander damage from Zethi. The deck establishes a protected, evasive Zethi, then uses a chain of copied instants to clear blockers, protect the attack, generate resources, and amplify her power. Show of Confidence can turn a spell-heavy attack into a massive finishing blow.\nThe secondary route is simply overwhelming the table through accumulated card advantage. Monastery Mentor and the equipment package can create a growing battlefield while Rhystic Study, Mystic Remora and Archmage Emeritus keep the hand full.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligan Priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"2–3 lands plus at least one piece of acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A cheap card-selection spell such as Ponder, Preordain, Brainstorm, Opt or Consider."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early draw engine such as Esper Sentinel, Mystic Remora or Rhystic Study."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one useful cheap instant that will remain relevant later."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Zethi plus a realistic path to casting and protecting her is an excellent hand, but do not keep a hand that only works if Zethi survives several turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Common Mistakes to Avoid"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Casting Zethi into obvious removal without protection just because she can be kicked."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Filling the graveyard with expensive spells that you cannot afford to cast as multiple copies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Treating every Equipment as equally important. The correct Equipment depends heavily on the board state."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Using all of your protection before the attack trigger resolves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Forgetting that Ponder and Preordain are sorceries and therefore cannot be selected by Zethi."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overvaluing commander damage on a turn where the spell engine could instead produce a decisive resource advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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