These cards allow us to trigger our payoffs for free, making them worth much more than they usually do. The third, and biggest category, is our instants and free cantrips. These cards really get going and generate loads of value refilling our hand, copying our spells, or allowing us to cast used spells again. Along with Nexus itself, we get a lot of great cards that we can easily trigger up to four times per rotation, like ], ], and ], amount others. This part is very important because the deck is full five colors and some of the spells get very color intensive, (this is why the deck doesn't run ], along with having a tight curve). The deck is divided into multiple main parts: The game plan of the deck is to get out Maelstrom Nexus (or really any payoff) and start casting a spell each turn, generating tons of value off of our payoffs.Īn interesting pard about the deck is that due to Cascade, the deck does not run a single counter spell or X-spell because cascading into those does nothing most of the time, and that's anti-synergistic. If the people in your playgroup decide that they don't want to deal with the awesomeness of the Nexus in the command zone, then the backup commander is ], because it goes along well with the game plan of casting a spell every turn, and it can really easily produce obnoxious amounts of mana. And no, I don't want to just play ], because just don't like the play patterns with it.) (Note: Yeah I know that it's not either legendary or a creature but I still like it. ] is my pet card, and I really wanted to build a commander deck with it, so here we go.
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