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This is my most power/cost dense deck yet designed, but it revolves entirely around the commander being a source of value, so it is important to protect them. Ward helps, but since they can come out so fast and have a decent power and toughness, people are eager to kill it.

Nearly every card was considered to be acceptable for an opening hand, but ideally, what is needed is all three colors and some ramp to get the commander out as soon as possible. It does not matter how quickly you run out of cards in hand before casting the commander, because the following turn, you will use the commander to swing and draw as many cards as possible to refill your hand and create a decent amount of tokens.

There are a number of redundant cards like Reconnaissance Mission to allow tokens to pull their weight in drawing more cards to create more tokens. There are also several cards to give these tokens flying in order to make sure they can connect.

The section labelled 'BurstDraw' contains incredibly efficient card draw spells to free up mana to draw many cards for the commander's ability without having to use their attack ability. The most powerful, by far, is Necrologia but should only be cast with a Soul Sister out in order to rebalance your health total.

Many Win Conditions are added, including Strixhaven Stadium from the 'Ramp' category. The most likely Win Conditions are the Exsanguinate effects, or the instanced Drain effects with Marauding Blight-Priest or Starscape Cleric being the most powerful, because each entry of a token at the end step from a Soul Sister and each damage from a lifelink Vampire Knight token counts as an instance of lifegain by which to drain opponents.

Due to the high volume of cards drawn, you will see more cards in every game. One of these cards is Wonder, which you'll discard at end of turn to give things flying. You'll also constantly draw lands, which would be filler in your hand except for Walking Atlas and PuPu UFO which translate into direct land ramp.

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97% Casual

Competitive