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Magic The Gathering The Brothers’ War Retro-Frame Commander Deck - Mishra’s Burnished Banner (Blue-Black-Red) & The Brothers’ War Bundle, 8 Set Boosters

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Mishra's Burnished Banneris all about sacrificing Artifacts for value: I count 63cards that are either artifacts themselves or care about artifacts, the majority of which are sac fodder or sac outlets. 36of theartifacts are noncreatures, which is only relevant for a handful of cards like Workshop Elders and most notably our commander, Mishra, Eminent One. Have Mishra, Eminent One, Bloodthirster, and an artifact that can copy a creature in play (like Cursed Mirror or Machine God’s Effigy). They do not need to be a copy of Bloodthirster at the beginning to the combo draw; Audacious Reshapers, Muzzio, Visionary Architect, Glint Raker, Jhoira, Weatherlight Captain, Padeem, Consul of Innovation, Expressive Iteration, Thirst for Knowledge, Fact or Fiction, Thoughtcast, Ichor Wellspring, Idol of Oblivion, Mnemonic Sphere, Smelting Vat, Hedron Archive / Dreamstone Hedron lol

There is another interesting ability from this set that utilizes delayed triggers to balance cards. That ability is unearth, and it exiles the creature at the end of the turn. With Obeka-style effects, though, you can keep your unearthed creatures (or artifacts) forever. Here is a list of cards that have unearth: We have also made schematic cards that are their own unique pieces of Magic's history. Each of the 63 schematic cards has 500 serialized versions. Each serialized card is numbered from 1 and 500 and appears on a double rainbow version of our traditional foil:Not earth-shatteringly different, but it is a little more focused, a little more powerful and not all that much more expensive. End Step

The care with the card selection in this list is so great that in their groups there are specific tactics to deal with the graveyard, global removal, spot removals and recourse tools, this way dealing with most real game situations. Mishra’s ability will trigger again and create a new Bloodthirster, effectively getting around the restrictions that Bloodthirster has graveyard recursion; Emry, Lurker of the Loch, Silas Renn, Seeker Adept, Geth, Lord of the Vault, Trading Post, Wondrous CrucibleMishra + Chromatic Orrery + Aggravated Assault = infinite combats (might be too expensive for this though) Urza and Mishra have built enormous war machines for their struggles, and you can see all sorts of these constructs on the mech basic lands. There are ten mech lands, two for each basic land type: finishers; Traxos, Scourge of Kroog, Hellkite Igniter, Blast-Furnace Hellkite, Metalwork Colossus, Glint Raker Fact or Fiction is a good, fun card to play with that always feels just a touch underwhelming to me in Commander. I think it shines a little more in non-singleton formats where you can have a little more inherent redundancy, and you do give a lot of information to all your opponents with it. Whir will only ever get you one card, but it will be the card you need for the given situation.

Urza is a 4/5, but costs six mana total, which isn’t the best rate, but you know how it is with commanders – you care more about what’s inside the text box.

The Brawler is a keyword-soup 4/4 for six mana, which is neat — but not the most exciting thing in the world. However, the ability to put all those keywords on a different creature and give it four +1/+1 counters after the Brawler dies means your opponents will have to be careful about what else you have on board when they go to kill it. The second ability gives your artifact creatures menace. That’s a handy effect, but nothing groundbreaking. This is a pretty well-oiled machine out of the box. But that doesn’t mean we can’t give a bit of a tune up. Upgrades

Wondrous Crucible is expensive at seven mana, but giving everything Ward 2 is already a powerful effect that can really tax your opponents’ mana. But even without that clause, its ability to give you a copy of a random non-land card from your graveyard has bonkers potential. This section might seem strange because neither Mishra nor Ashnod have any abilities that care about their associated tribes. I’m not writing this because I think they would make good tribal commanders, but rather because I always like to consider how the new commanders contribute to the tribes that appear on their card. This is a pretty simple swap. We’re taking out some of our worst lands and putting in better ones. Academy ruins is the clear MVP here, allowing us endless recursion possibilities. You can go much further with upgrading the land base, but these are the first three substitutions I’d make. Not all vehicles are better for this. Some vehicles care about the creatures that crew them. If Mishra makes a creature copy of the vehicle, then these abilities don’t do anything. They might as well be vanilla creatures, which are usually not good enough for commander.Mishra, Eminent One + Gonti's Aether Heart + put any other artifact into play = you generate 4energy when you copy the Heart, then 4 more energy when you cast another artifact (2 per Heart), then spend the 8 energy and sacrifice the Heart token to take an extra turn. As long as you can put another artifact into play each extra turn you can repeat this infinite times. There are a lot of artifacts that sacrifice permanents for an effect. Unfortunately, there are a bunch of them that create mana as a result of this. Ashnod can’t copy those abilities, because if the ability produces mana, it counts as a mana ability. However, here are a few artifacts that do something cool without making mana: The kinds of artifacts that you will want to make copies of are probably the kind that have enters the battlefield abilities. There are tons of those in the game, but here are a few that I thought were interesting:

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