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The deck's primary focus is to gift tokens to our opponents and then deal surplus damage with Toralf shooting players in the face.

Our main token producers are Akroan Horse, Goblin Spymaster, Hunted Dragon, Var-child's War-Raiders Varchild, Betrayer of Kjeldor, and Genesis Chamber. These are able to generate tokens every turn or produce enough with value added in order to gain us a devastating advantage.

Our damage amplifiers are Torbran, Thane of Redfell, Fiery Emancipation, Dictate of the Twin Gods, Furnace of Rath, and Chandra's incinerator. These make sure that the damage that we deal to our opponents creature's are sure to cause splash damage to their faces as well.

There are some key equipment in the deck that protects Toralf and any other key creatures that you want to save. They are Hammer of Nazahn, Darksteel Plate, Sancutary Blade, Magebane Armor, and Swiftfoot Boots. Swiftfoot boots does not prevent damage, but it can protect against targeted removal.

Cards that can win us the game, almost on the spot, are Balefire Dragon, Blasphemous act, Star of Extinction, Comet Storm, Fault Line, Starstorm, Chain Reaction, Rolling Earthquake, Subterranean Tremors, Storm's Wrath, Shatterskull Smashing, Anger of the Gods, and Magmaquake. These cards, with X=4 or more, can win us the game on the spot with a damage doubler. Cards like Star of extinction or Blasphemous Act win us the game outright with Toralf if our opponents have four or more creatures.

In the event that our token-giving strategy fails, there is also control in the aspect of Leyline of Punishment, Pyroblast, Red Elemental Blast, and Tibalt's Trickery. This prevents any climb back our opponents may be able to make after our strategy fails.

We also have Grafted Exoskeleton and Basilisk Collar included to speed the game up if we need to, or as an alternate win-condition. Grafted Exoskeleton gets around indestructible, Teferi's protection, and sorts itself out to only need to deal minimal damage when paired with Basilisk Collar.

The deck wants to provide value to opponents on every turn and wants to use the gifts by blowing them up. To explain the way that Toralf works, I will provide a summation of the abilities.

You control Toralf and a dictate of the Twin Gods. Opponent A has two 3/3's. Opponent B has four 1/1's. Opponent C has a 4/4, a 3/3, a 2/2, and a 1/1.

In this event, we cast an anger of the gods, simultaneously dealing 3 damage to all creatures. Dictate of the twin gods activates and makes the three damage into 6 damage.

In respect to opponent A, Anger of the gods deals six damage to each of their 3/3's. Given that Toraldf is what deals the excess damage, both of the tokens take 6 damage and 6 "tramples through" in total. Utilizing Toralf's ability, we can redirect it to any target other than Opponent A's creatures. We will target Opponent A himself, and because of Dictate, the damage is again doubled and they take 12 damage.

In respect to opponent B, Anger of the Gods deals 6 damage to all four of Opponent B's cretures. That means that 5 damage "tramples" through for each creature. We will target opponent B again because Toralf's ability will trigger and allow us to target any other target other than opponent B's creatures. This damage would be equal to 40 to player B's face.

In regards to Opponent C, who has a a 4/4, a 3/3, a 2/2, and a 1/1. Anger of the Gods would deal 6 damage to the 4/4, Trampling over 2 damage, making the damage to face be 4 damage. Anger of the Gods would deal 6 damage to the 3/3, trampling over 3 damage and dealing 6 to face. Anger of the Gods would deal 6 damage to the 2/2, trampling over 4 damage, dealing 8 to opponent C. Finally, Anger of the Gods Deals 6 damage to the 1/1, trampling over 5 damage, putting 10 to opponent C's face. Overall, opponent C takes 34 damage.

In each instance of damage, Toralf would allow us to target another target that is not the target that had been dealt damage. This is how Dictate is able to double the damage at each step of the above scenario. This can also help us take down a higher toughness creature by bouncing the damage around the board and targeting the giant toughness creature last.

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94% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

43 - 0 Rares

15 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.30
Tokens City's Blessing, Emblem Chandra, Awakened Inferno, Emblem Chandra, Torch of Defiance, Goblin 1/1 R, Goblin 1/1 R for Goblin Spymaster, Knight 2/2 W w/ First Strike, Lizard 8/8 R, Myr 1/1 C, Soldier 1/1 W, Spirit 1/1 C, Survivor 1/1 R
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