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To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
OTHER PLANS
-Protect Valduk from removal.
-Take extra combat steps for more Elemental tokens.
-Buff your Elementals for bigger swings.
-Recycle Elementals for extra value.
MULLIGAN GUIDE
-Some form of card advantage: You'll lose most of the time by running out of cards in hand. You've got pretty good odds of drawing into repeatable card advantage, so aggressively mulligan for it!
-3 lands or ramp: Second most important priority,the longer Valduk takes to come out, the longer it's gonna take to get the elemental train rolling.
-Something to do on turns 1 and 2: Efficient use of mana on the early turns make a hugggee difference in this deck. Making 2 or 3 elementals on an early turn can knock out a big chunk of a player's health.
CARD NOTES
-Breath of Fury: This is a very powerful game winning card, in the right situation. The hardest part is finding a creature to start it on (because you won't have the Elementals till combat starts), but after that, if even one player can't block you, it's game over as you poke them, get an extra combat and grow bigger and bigger!
-Sundial of the Infinite: Just a note in case you don't know how to use this. Activate it at the beginning of your end step while Valduk's ability is on the stack and it'll exile it, leaving the Elementals on the board.
-Citadel of Pain, Price of Glory: These cards are purely to stop opponents from holding up mana for your turns. An important defense for mono red win cons.
-Godo, Bandit Warlord: Doesn't untap your creatures other than itself, but it does still give you an extra combat step, so more Elementals. Plus tutoring for a Skullclamp or Lightning Greaves is too good to pass up.
-Fires of Invention: Play your spells for free, use your mana to pay equip costs. Win-Win. Quick note on this though, you can play Valduk for free, but commander tax is an extra cost, so you'll still have to pay that, just not the actual mana cost.
-Divergent Transformations: Aim it at your Elementals if you don't need it as removal. You've only got a few creatures in the deck so chances are you hit something great off this.
TUTOR GUIDE
-Skullclamp: It's good to draw two cards for one mana. Enough said.
-Swiftfoot boots/Lightning Greaves/Darksteel Plate: Losing Valduk slows you down a lot. Don't lose Valduk if you can help it.
-Dragon Throne of Tarkir: This ones not as important, but popping Dragon Throne on a later turn when people aren't expecting it will end the game.
STATS
Win Cards (#WC): 7
Equipment(#EQ(X)): 23
Token Overrun(#Overrun): 13
Recycling Value(#Recycle): 9
Extra Combat(#XCombat): 5
Commander Protection(#Protection): 8
(Virtual) Card Advantage (#CAdvantage): 16
Card Selection (#Selection): 2
Targeted Interaction/Interference (#Interaction): 10
Board Wipes (#Wipe): 3
Ramp (#Ramp): 13
Lands: 35
*Maybeboard contains cards that may be good to switch in as well as more expensive upgrade cards.
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Sides: |
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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