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Different spin on gruul prioritizing spells over straight up big guy beatdown to one-shot kill with commander combat damage. Potentially ends the game as early as turn 6.

Plenty of low-cost pumps to grant double strike or trample for efficiency if we don't have 3 pump spells in hand. Lots of cards with draw stapled to them that can copy themselves to pull on extra cards. Additional draw comes in bursts based on power or damage dealt (Soul's Majesty on our commander essential reads "Pay 5, draw 7 cards"). Goblin Anarchomancer also applies to buyback and flashback costs. Some fun interactions (for us) are dropping 2 storm cards in a turn or copying Bulk Up/Unleash Fury to juice our commander to 32/32 + 4 damage just for targeting him.

Light on creatures entering early, but a couple are here for potential chumping so our board state isn't totally empty. Taunting Elf is unassuming but makes sure we make it past any blockers. Giggling Skitterspike is an absolute monster that gives us a pretty tough backup commander that is happy to block on curve and can steal a win without combat damage by killing everyone at once, especially with storm and spell copies. Caldera Pyremaw is a 3rd back option for redundancy. Our game plan doesn't change much as we go on, so when we need firepower if the game drags out, Fiery Emancipation should get us to the promised land.

Including rocks, creatures, modal cards, and fetches, we have 42 mana sources that should be plenty to get going. Couple fetch lands here for deck thinning. Fight effects pump us and work for spot removal to get our swings through. Going lower than 32 lands besides modal cards feels inconsistent. As a rule of thumb, modal cards work better treated as lands if we get them in hand early.

Swap-in options should prioritize bigger pumps. At the moment we utilize storm for pumping power and toughness, a late-game bomb in 1 card may be more useful. I would hesitate to take out cantrip cards like Viridescent Wisps because they do such a good job restocking our hand. Also may be worth trying cards like Wedding Invitation or Prowler's Helm to make sure we don't run face-first into a deathtouch blocker even with a lot of power and trample.

The potential combo of Storm-Kiln Artist + Haze of Rage goes infinite using treasure tokens if 3 spells are played prior. It may be worth also playing with Scattershot as that targets our commander, though it can't imprint to Isochron Scepter, and we don't have many infinite mana outlets besides some auras that could kill someone immediately. Maybe it's a "why not both?" situation.

Also worth considering Backdraft Hellkite and Tamiyo's Safekeeping over Caldera Pyremaw and Praetor's Counsel depending on the playgroup. Just a thought.

At any rate, this deck comes in around $100 so there is a ton of wiggle room to experiment.

Thanks for checking this out!

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99% Casual

Competitive