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Fires of Invention Format

Unknown BRG (Jund)

Lympus


I devised a ruleset for a format of my own. We're building on commander as a base, but instead of a legendary creature, you choose four lands with different names with which to start the game in your command zone. (you can tap those lands in your command zone, they count as in play, and when they would be removed they return to the command zone tapped instead.) additionally, we apply the effects of Fires of Invention as though it were in play for both players. It's not actually in play, you can't interact with it. for clarification, the only deckbuilding stipulation we take from commander is the color identity rule. your deck will still be 60 cards and 4 copies a card. so what does this accomplish? the idea is that deckbuilding becomes less reliant on lands, since they are well and truly optional. the importance of efficient 1-drops are diminished because cmc1-4 can all be played right out the get-go. Many infinite combos are also no longer possible by virtue of fires of invention's hard 2 spell limit. an undesirable side-effect is that instant speed is meaningless. fires of invention isn't truly in play anyway, so it might be feasible to undo this one restriction, however, fires of invention does not restrict activated abilities (which also bypass the 2 spell limit, so they'll be pretty important). Should players feel inclined, they will find their precious counterspells there.

banlist in the works, but expect to see locus and tron

I like fun, so acorns are legal

Now this specific deck serves as a demonstration. Even within my own ruleset, this is probably not the strongest strategy.

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Date added 1 year
Last updated 1 year
Legality

This deck is Unknown legal.

Rarity (main - side)

3 - 0 Mythic Rares

24 - 0 Rares

16 - 0 Uncommons

10 - 0 Commons

Cards 77
Avg. CMC 4.15
Tokens Servo 1/1 C
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