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The boy said, "my name's Johnny and it might be a sin
But I'll take your bet, you're gonna regret
'Cause I'm the best there's ever been"
Theme: Big Mana Jund - Every Card a Banger
The two commanders are good signposts for the deck: ramp hard via [[Gilanra, Caller of Wirewood]] into big mana value spells for [[Vial Smasher the Fierce]]. The subtheme in the background is casting spells from exile, with noncombat damage as the primary win condition. Card priorities for this deck goes in the following order:
Play this deck if: You're a Johnny and a Timmy (you love big spells and flashy turns) and you're capable of keeping your pace up while playing long turns with lots of triggers.
Avoid this deck if: You dislike decks that don't interact with the table or dislike keeping track of lots of triggers on the stack.
Important playstyle note: This is a very solitaire style deck with very long turns. There's no infinite combo that you explain for everyone to accept and concede, and there's aren't complicated choices that you could prepare ahead of time. It snowballs into more and more cards via effects like Cascade, so there's no avoiding going through those steps. Get used to doing them quickly and keeping track of lots of triggers if you don't want to annoy your playgroup, and make sure you and your friends are prepared for that kind of non-interactive gameplay in the first place.
Keeping in mind the 3 Priorities (see the Overview section), the value and purpose of the cards in the context of this deck go as follows:
Big Spells
These are the cards that met no other priority other than #2: they cost a lot of mana. Some are among the highest mana value cards in the game ([[Draco]]), and they're meant to be reduced in price ([[Ghalta, Primal Hunger]]), cheated out through something like [[Wild Evocation]], or revealed with something like [[Palantír of Orthanc]] or [[Baneful Omen]]. While "quantity is a quality all its own" applies to the mana value of these cards (considering breakpoints like 14 mana value being enough to deal lethal Vial Smasher damage to a full health player if [[City on Fire]] is on the battlefield), these would still be the first cards to be substituted out in future revisions.
These cards change the way the game is played in a manner that is favorable to you. They're allowed to be low mana value because they meet top priority #1 of enabling casting lots of high cost cards from exile. Several enable ([[Omen Machine]]) or capitalize on ([[Passionate Archaeologist]]) the cast from exile sub-theme. Some give other advantages: [[Timesifter]] is far better than normal with the deck's average mana value of over 6 and emphasis on removing lands from your library (see "Mana Ramp" below), and [[Vedalken Orrery]] let's you get the first-cast-of-the-turn bonuses from [[Vial Smasher the Fierce]] and [[Wild-Magic Sorcerer]] during other players' turns with non-instant spells, working especially well with [[Tlincalli Hunter]]. While players typically groan at [[Possibility Storm]], it is amazing in this deck, and you can easily defend its inclusion if you feel the need. For starters, the entire deck meets at bare minimum priority #3: the cards are valuable regardless of the situation. Most decks, especially more organized ones, rely on using cards in a certain order. [[Possibility Storm]] ruins that. But this deck capitalizes on it. Casting [[Ignoble Hierarch]] and having it exile via [[Possibility Storm]] into casting [[Apex Devastator]] is a back breaker, and with Shenanigans cards like [[Nalfeshnee]] and [[Keeper of Secrets]] on the battlefield, the value only goes up.
Removal
This is not a very interactive deck. The removal is mostly in the form of board wipes to get maximum value when you do play them, but it's really aimed at meeting priorty #2: big mana. [[Curtains' Call]] and [[Divergent Transformations]] are great for their low effective cost (thanks, Undaunted!) and instant speed - you can cast them on opponent turns to get more [[Vial Smasher the Fierce]] value, and they're over 6 mana to get card draw if using mana from [[Gilanra, Caller of Wirewood]]. [[Call Forth the Tempest]] is easily the top card of the category, however, as the only one guaranteed to cascade into more cards.
"Card Advantage"
Why the scare quotes? Because you'll notice that none of these are [[Necropotence]]. It's not conventional card advantage; it's Priority Numero Uno advantage. Take [[Apex Devastator]], for example. He's you're big 10/10 boy, wonderful. He costs 10 mana, outstanding. And then he cascades... then he cascades again... and again... and again. He's the poster child for why this section is the bread and butter of the deck: it gets you access to as much of the deck as possible, sometimes getting value from those cards just by finding them. [[Soulfire Eruption]] can reliably get you access to 10 or more cards to cast from exile. [[Fevered Suspicions]] gets access to 6 cards across two turns to cast for free- and it rebounds to cast its big 8 mana self again for free from exile on your following turn! [[Keen Duelist]], [[Plargg and Nassari]], [[Protection Racket]], [[Twilight Prophet]], and more all give tons of repeating triggers to get access to more cards to cast along with the utility of damaging opponents. A player who unwittingly denies your [[Combustible Gearhulk]] or [[Palantír of Orthanc]] card draw request can find themselves in a world of hurt if even your average mana value cards get milled. Keep in mind that you already have reliable card draw in your commander [[Gilanra, Caller of Wirewood]]. That will maintain you just fine until you start to get some of these real "Card Advantage" players going.
"Mana Ramp"
Again with the scare quotes? Yes, because these aren't necessarily meant to generate mana. They're meant to skip that step and go straight to casting, no mana required. [[Tlincalli Hunter]] and [[Hoarding Broodlord]] (and yes, it does tutor you one card to cast, but I still count it more for convoke effect) will let you cast a lot of spells from exile for free. The only thing limiting the cards to this section and not "Card Advantage" is that they're only supplying the "cast for free" side and not including Cascade or other effects with it. There is also "traditional" mana ramp, but it's cards that are ordinarily terrible versions of it: why on earth with you [[Reshape the Earth]] when you're not playing landfall? Because you're playing lots of cards like [[Timesifter]] and [[Baneful Omen]] and you're even more avoidant than normal at top decking lands, that's why. The actual "traditional" mana ramp is all 1 mana value ([[Ignoble Hierarch]], [[Birds of Paradise]]) so that you can drop a commander on turn 2.
Lands
This section almost deserves scare quotes because of the dual faced lands like [[Akoum Warrior]] and [[Tangles Florahedron]]. They're counted among the lands to keep track of what the functional number of lands is in the deck for the sake of making sure there are enough to reliably have enough mana in your starting hand. The other lands are chosen pretty carefully to not end up in dead fetch situations. Duals are paired as the fetch ([[Verdant Catacombs]]) and the corresponding dual with basic types ([[Overgrown Tombs]], or they're guaranteed to come out untapped on early turns ([[Spire Guarden]]). The Hideaway lands ([[Mosswort Bridge]] give you more cast from exile options. Finally, there are enough basics to generally make sure your [[Avatar of Growth]] cards don't miss for you, and there's a slight emphasis on green to improve playability of the early ramp cards like [[Birds of Paradise]].
Mulligans
A big benefit of the "every card a banger" philosophy is that you don't have to worry about your starting hand too much. If you have access to all three colors of mana in your starting hand, you're almost guaranteed to be alright. I would mulligan if I have no green lands or only 2 lands and no ramp. Ideally you will have lands providing all 3 colors and a [[Birds of Paradise]] or similar. Almost nothing beyond that matters, but some of the Shenanigans or cheaper "Card Advantage" cards are extra gravy.
Early Game: Turns 1-3
If you have the ramp, you'll get out one commander on turn 2 and the other on turn 3. I typically put out [[Gilanra, Caller of Wirewood]] first for two reasons. The first is the mana ramp, and the second is that it's less scary to the table than getting [[Vial Smasher the Fierce]] out too early. You don't want to make yourself an archenemy target until it's too late. Putting out Vial Smasher on turn 2 is only going to get you an extra 3 damage when you cast Gilanra on turn 3, and that's not going to make a difference in a couple of turns, but it might be enough to get a focus on you. Worst case, you typically get them both out by turn 4, and it's reasonable to expect that you'll catch up on the ramp and get back on track in the mid game.
Mid Game: Turns 4-6
This is where you want your Shenanigans cards to show up. While no single one is critical, getting some of them will be instrumental for the late game triggers to win. Remember to tap Gilanra for mana for anything costing over 6 to get that card draw, and along with Shenanigans cards, prioritize putting out any cards that give you access to more cards ([[Keen Duelist]]), anything that casts for free ([[Wondrous Crucible]]), and anything that starts thinning the lands ([[Verdant Mastery]] or low mana value cards ([[Chimil, the Inner Sun]] out of your library. When you search for lands, prioritize other fetches first, and pay attention to what they can fetch- don't waste [[Bloodstained Mire]] on a basic swamp when you could get [[Blood Crypt]] or [[Ziatora's Proving Ground]].
Late Game: Turns 7-10
The late game will snowball very hard, very suddenly. It's not a combo deck in the traditional sense, but it does rely on the synergy of cards already mentioned. The strengths are that the "combo pieces" are extremely interchangeable, with many cards pairing well with many others, so non-board wipe removal is hard for opponents to use to pin down the key pieces. Even the commanders, while an important part, aren't the only part. And most of the effects are dependent on you casting spells (see [[Possibility Storm]]), but aren't dependent on them resolving, so it's hard for opponents to slow down outside of stax decks that only let you cast spells from your hand to begin with.
While you might get an extra card or two in the mid game from one or two cards like [[Wild-Magic Sorcerer]], by around turn 7 you're probably going to have cascaded into something like [[Nalfeshnee]] that's going to synergize with these effects and increase their value literally exponentially. This means that turns 8 and 9 are probably going to have tons of triggers, tons of cards in exile that you can cast, and tons of cascades, duplications, and possibility storms. The library can routinely get down to under 50 cards on turn 8, and by turn 10 there's a real possibility of emptying your library completely. Fortunately very few of your cards actually draw you a new card, and you're almost certainly going to have won by the end of the turn that you deck yourself.
On that note, the win condition: noncombat damage. Whether it's from [[Vial Smasher the Fierce]], [[Passionate Archaeologist]], [[Keeper of Secrets]], or the [[Treacherous Terrain]] you cast and copied after [[Avatar of Growth]] gave everyone the impression they were keeping up with you, things are going to be dealing damage left and right. It's death by a thousand cuts massive wounds. And if those don't deal quite enough noncombat damage, you've probably accidentally ended up with [[Ghalta, Primal Hunger]] with his big power and trample or [[Nalfeshnee]] with flying on the battlefield, so swinging in for the combat damage coup de grâce, while unlikely to be needed, is definitely an option. Don't forget that you may have some odd bonuses, like [[Scion of Draco]] granting lifelink to Vial Smasher, or [[Tavern Brawler]] occasionally giving both commanders huge power boosts. Important note: there is a lot to keep track of in these last few turns. Be sure to keep track of what spells are cast vs only copied (relevant to [[Keeper of Secrets]], for example), where things are on the stack with cascade triggers and copied spells, and triggers in general, between all of the cards that give you extra exiled card options on upkeep, revealing at the end of the turn, revealing and casting automatically in your upkeep, etc.
Why not blue?
Blue partners are popular for [[Vial Smasher the Fierce]], and you don't need to have [[Omniscience]] to understand why. Blue is very good at card draw, very good at "cast without paying its mana cost," and surprisingly good at including some high mana value cards. However, the blue commanders are not, in my opinion, as reliable (or as fun, which to me is the most important thing in the end) as [[Gilanra, Caller of Wirewood]]. Gilanra guarantees you early ramp, guarantees card draw, and further rewards high mana value cards. It's harder to play blue without playing low cost spells, and I wanted to avoid those as much as possible. Green also gets you more of the turn 1 ramp into turn 2 commanders, such as [[Birds of Paradise]]. Blue also tends to be more situational than green, which is discussed more below. Finally, and perhaps most importantly, without green you can't play [[Apex Devastator]], and that is simply unacceptable.
Wincons and the philosophy of every card a banger
Give an entrenched magic player unlimited mana and see what they do. Most of the time you're probably going to get a card or a combo that wins outright if you pump enough mana into it. Why aren't those cards and combos in here? It's because of my philosophy for the deck: every card has to contribute every time it's played. That means no cards that don't work if they're not cast in the right order or at the right time. X in the mana cost is great for big mana, but it's not great when [[Wild Evocation]] makes you cast it for X=0. While I could have just not had [[Wild Evocation]], the direction I chose for the deck was to use those cards, and there are a lot of them, and the price I paid for that is simply not using cards X in the mana cost. Furthermore, the free-cast and non-X cast means I'm more likely to be able to cast cards on opponent's turns in addition to my own, maximizing the value of once-per-turn effects.
By prioritizing reasonably powerful and universally applicable effects and ruling out wincon-level but situationally irrelevant effects, I can get very real, very wild value out of cards like [[Possibility Storm]] and [[Omen Machine]]. I simply do not care what card they bring up, because every single card it going to be great. And in the end, the way the deck works out would probably win on the same turn as some of those situationally game-winning cards without the liability of those cards ever fizzling. The brakes are off, the value train is rolling, and nothing is stopping it. This also makes the deck more variable: sometimes you get doubles of [[Apex Devastator]] and win through that. Sometimes you wipe the board more than once and win through multiple turns of big spells. Sometimes you cast [[Treacherous Terrain]] vs a landfall deck. Sometimes you get 30 cards to choose from and wipe the board and smack opponents' faces because you cast an especially big [[Soulfire Eruption]], maybe even targeting some of your own creatures to get max value. Sometimes Etali steals your opponent's eldrazi. Sometimes everyone at the table gets a laugh because you played [[Combustible Gearhulk]] on turn 4, a player called it, and you mill cards with 42 total mana value and took them right out of the game (all of the "your call" cards like this, [[Palantír of Orthanc]] are really fun for the table in addition to being really functional in this setup). There are so many ways for it to go, and it's a blast knowing that every card you turn over could do something crazy and you don't need to look for the same wincon every game.
The answer to most of the rest of the "why not this" questions
While the priorities in the Overview are helpful, these are the technical aspects that cards really need to have to be playable here:
Hot: [[Chimil, the Inner Sun]] costs 6 mana. Check. It allows you to cast spells for free. Check (double check for casting from exile!). It thins your deck out of cards less than 6 mana. Check. It casts those 5 or less mana value cards at the end of your turn, allowing you to make sure you cast your big spell for [[Vial Smasher the Fierce]] before it goes off. Check. This card does absolutely everything I want a card to do in this deck. It's beautiful.
Not: [[Ghalta, Stampede Tyrant]] is big and flashy and cheats things out. Seems great, right? But he just puts your creatures on the battlefield. [[Apex Devastator]] doesn't get you any value if it's just put on the battlefield, [[Passionate Archaeologist]] doesn't see anything from those creatures that were cheated out, and [[Ghalta, Stampede Tyrant]] itself doesn't provide its value if [[Possibility Storm]] is out because Ghalta itself has an Enters the Battlefield effect and not an on-cast effect.
Some other notes:
Tips, tricks, and things to keep in mind:
I had a lot of fun making and playtesting this deck, and it's become one of my all time favorites. I love finding playing cards that have severe enough drawbacks to preclude their use in normal situations, and this deck let me get value from a lot of those cards. It still surprises me how it consistently pops off and somehow feels different each time. It's a lot of fun. I dislike solitaire style in general; I try to include lots of interaction in my decks, and I try to build decks with fun mechanics like goad and monarch that encourage and incentivize interaction and combat, but this one really scratches that itch to pop off so thoroughly and in such a specific, fun way that I can't help but love it.
Version 2.4
Add | Category | Remove |
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Chimil, the Inner Sun | "Card Advantage" | Rise of the Eldrazi |
Hit the Mother Lode | "Card Advantage" | Dream Pillager |
Up the Beanstalk | "Card Advantage" | Genesis Storm |
Undergrowth Stadium | Lands | Llanowar Wastes |
Spire Garden | Lands | Karplusan Forest |
Luxury Suite | Lands | Sulfurous Springs |
Wooded Foothills | Lands | Savage Lands |
Bloodstained Mire | Lands | Grove of the Burnwillows |
------------------------------------------- | ------------------------------ | -------------------------------------- |
Favorite Options:
Dragon Cultist
Raised by Giants
Hurl Through Hell
Rise of the Eldrazi
Kaboom!
Kaervek the Merciless
Uba Mask
Krark, the Thumbless
Big Spell Options:
Rise of the Eldrazi (with Llanowar Wastes, Karplusan Forest, and Sulfurous Springs for colorless mana)
Impervious Greatwurm
Skull Storm
Sifter Wurm
Runeflare Trap
Needlebite Trap
Last March of the Ents
Rishkar's Expertise
Beledros Witherbloom
Dragonlair Spider
Shard of the Nightbringer
Etali, Primal Conqueror
Let the Galaxy Burn
Miscellaneous Options:
Chaos Wand
Arcane Bombardment
Wondrous Crucible
Bolt Bend
Wondrous Crucible
Chandra, Hope's Beacon
Wort, the Raidmother
Sandwurm Convergence
Grave Betrayal
Rise of the Dark Realms
Vengeful Rebirth
Back for More
Fated Return
Song of Inspiration
Butcher of Malakir
Ayara, Widow of the Realm
Volcanic Vision
Fangorn, Tree Shepherd
Syr Carah, the Bold
Prosper, Tome-Bound (nobody likes this fool)
Arvinox, the Mind Flail
Xander's Pact
Lure of Prey
Removal Options:
Desecrate Reality
Blasphemous Act
Blood Money
Decree of Pain
Avatar of Woe
Exterminatus
"Card Advantage" Options:
Sin Prodder
Dream Pillager
Demonlord Belzenlok
Share the Spoils
Ashiok, Wicked Manipulator
Selvala's Stampede
The Immortal Sun
Visions of Phyrexia
The World Spell
Nissa's Revelation
The Ruinous Powers
Wand of Wonder
Snake Umbra
"Mana Ramp Options:
Tempt with Discovery
Rakdos Signet
Mana Reflection
Nyxbloom Ancient
Cavern-Hoard Dragon
Thran Dynamo
Armored Scrapgorger
Deathbloom Gardener
Absorb Vis
Troll of Khazad-dûm
Twisted Abomination
Oliphaunt
Generous Ent
Biophagus
Ancient Copper Dragon
Patriar's Seal
Runadi, Behemoth Caller
Talisman of Impulse
Talisman of Indulgence
Talisman of Resilience
Commander's Sphere
Cultivate
Kodama's Reach
Chromatic Lantern
Biophagus
Atalan Jackal
Sacrifice Mana Ramp:
Goldhound
Wild Cantor
Blood Pet
Rain of Filth
Lotus Petal
Land Options:
Dragonskull Summit
Rakdos Carnarium
Shadowblood Ridge
Mountain Valley
Emergence Zone
Blightstep Pathway
Foreboding Ruins
Sulfurous Springs
Graven Cairns
Twilight Mire
Llanowar Wastes
Blooming Marsh
Deathcap Glade
Golgari Rot Farm
Necroblossom Snarl
Nurturing Peatland
Undergrowth Stadium
Woodland Cemetery
Copperline Gorge
Game Trail
Grove of the Burnwillows
Gruul Turf
Mossfire Valley
Rockfall Vale
Rootbound Crag
Stomping Ground
Karplusan Forest
Geothermal Bog
Wooded Ridgeline
Haunted Mire
Ash Barrens
Previously removed cards worth remembering:
Malakir Rebirth
Kazuul's Fury
Shatterskull Smashing
Kazandu Mammoth
Khalni Ambush
Utopia Sprawl
Venture Forth
Lightning Greaves
Spring Cleaning
Sawtusk Demolisher
Natural Reclamation
Phthisis
Stolen Strategy
Basilisk Collar
Topaz Dragon
Brainstealer Dragon
Emerald Dragon
Amethyst Dragon
Dread Linnorm
Springbloom Druid
Roiling Regrowth
Harrow
2-seitig (Münzwurf) | |
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6-seitig (d6) | |
20-seitig (d20) | |
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Punkte | Kartenname | Typ | Mana | Seltenheit | Salt |
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» | Revision 65 | April 17, 2024 | ratjarr | |||
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v1.2 with sideboard
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Harder cuts, slightly reorganized for final groups
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Goofy Omen Machine type mechanics added
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Traditional organization
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Organizer -- for Exile focus for the first time
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Biggest list with almost all options
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POSSIBILITIES
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Organized by cost reduction type
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More traditional organization
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