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CCCali Commander

Deck · by asher · Landfall, T3-4

Tifa Testing

Tifa Lockhart

This deck clears the current Cali Commander checks.Event record: 0 wins, 0 losses, 0 draws. No description added.Cards 100/100$2,934.90Avg MV 1Updated Aug 3
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Cards

100 cards · 7 categories

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Commander

Qty: 1$1.96
CCU $1.96

Creatures

Qty: 15$167.20
  1. CCU $49.71
  2. CCU $0.89
  3. CCU $44.94
  4. CCU $10.08
  5. CCU $3.53
  6. CCU $29.28
  7. CCU $2.41
  8. CCU $4.81
  9. CCU $4.90
  10. CCU $2.95
  11. CCU $3.44
  12. CCU $1.58
  13. CCU $1.97
  14. CCU $0.27
  15. CCU $6.44

Instants

Qty: 22$99.86
  1. CCU $8.28
  2. CCU $0.30
  3. CCU $15.36
  4. CCU $0.32
  5. CCU $3.35
  6. CCU $0.76
  7. CCU $8.21
  8. CCU $0.40
  9. CCU $0.31
  10. CCU $0.28
  11. CCU $43.74
  12. CCU $2.30
  13. CCU $1.00
  14. CCU $0.17
  15. CCU $0.30
  16. CCU $1.65
  17. CCU $0.28
  18. CCU $5.19
  19. CCU $1.04
  20. CCU $4.37
  21. CCU $1.15
  22. CCU $1.10

Sorceries

Qty: 5$81.69
  1. CCU $31.68
  2. CCU $0.19
  3. CCU $1.30
  4. CCU $0.81
  5. CCU $47.71

Artifacts

Qty: 11$456.60
  1. CCU $164.83
  2. CCU $42.40
  3. CCU $1.82
  4. CCU —
  5. CCU $41.66
  6. CCU $118.26
  7. CCU $81.05
  8. CCU —
  9. CCU $0.54
  10. CCU $1.59
  11. CCU $4.45

Enchantments

Qty: 6$62.38
  1. CCU $31.29
  2. CCU $1.02
  3. CCU $1.57
  4. CCU $25.86
  5. CCU $2.07
  6. CCU $0.57

Lands

Qty: 40$2,065.21
  1. CCU $0.33
  2. CCU $49.73
  3. CCU $1.51
  4. CCU $1.22
  5. CCU $0.33
  6. CCU $50.05
  7. CCU $9.16
  8. CCU $3.74
  9. CCU $0.20
  10. CCU $0.29
  11. CCU $1.05
  12. CCU —
  13. CCU $1636.78
  14. CCU $57.70
  15. CCU $10.44
  16. CCU $0.52
  17. CCU $6.72
  18. CCU $38.07
  19. CCU $4.54
  20. CCU $31.55
  21. CCU $0.34
  22. CCU $0.33
  23. CCU $0.79
  24. CCU —
  25. CCU $38.13
  26. CCU $0.32
  27. CCU $4.87
  28. CCU $40.25
  29. CCU $28.24
  30. CCU $0.32
  31. CCU $12.29
  32. CCU $17.05
  33. CCU $15.98

Deck primer

# Tifa Lockhart Cali Commander Primer

Deck Overview

Tifa Lockhart is a mono-green landfall Voltron deck built to win through one explosive combat step.

Tifa doubles her power whenever a land enters under your control. The deck uses fetchlands, land tutors, pump spells, fast mana, and protection to turn a small commander into a lethal attacker very quickly.

The main plan is:

  • Cast Tifa early.
  • Increase her starting power.
  • Generate two or more landfall triggers.
  • Protect her from interaction.
  • Attack for 21 commander damage.

The deck can also win through Inkmoth Nexus, Urza’s Saga Constructs, or large utility creatures when Tifa is unavailable.

Understanding Tifa’s Damage

An unmodified Tifa starts at one power.

  • One landfall: 2 power
  • Two landfalls: 4 power
  • Three landfalls: 8 power
  • Four landfalls: 16 power
  • Five landfalls: 32 power

The fastest kills come from increasing Tifa’s power before resolving her landfall triggers.

For example, if Tifa becomes six power from Scale Up or Phytoburst:

  • First landfall: 12 power
  • Second landfall: 24 power

That is lethal commander damage.

Most Important Sequencing Rule

Resolve pump spells before landfall triggers whenever possible.

If two Tifa triggers are on the stack, cast your additive pump spell before letting them resolve.

Example:

  • Tifa begins at one power.
  • Two landfall triggers go on the stack.
  • Cast Phytoburst, making Tifa six power.
  • First trigger makes her 12.
  • Second trigger makes her 24.

If the triggers resolve first, Tifa only reaches four power before the pump spell.

Berserk is different. It usually works best after the landfall triggers resolve because it doubles Tifa’s final power.

Primary Game Plan

Early Game

The deck uses fast mana and one-mana accelerants to cast Tifa quickly.

Key acceleration includes:

  • Chrome Mox
  • Jeweled Lotus
  • Lotus Petal
  • Mana Crypt
  • Mana Vault
  • Mox Amber
  • Mox Diamond
  • Sol Ring
  • Birds of Paradise
  • Arbor Elf
  • Elvish Mystic
  • Fyndhorn Elves
  • Llanowar Elves
  • Delighted Halfling
  • Elvish Spirit Guide
  • Wild Growth
  • Utopia Sprawl

A turn-one Tifa is powerful, but it is not always correct. Against removal-heavy decks, it is often better to wait until you can cast Tifa with protection available.

Strong setup cards include:

  • Lavaspur Boots
  • Sylvan Safekeeper
  • Savage Summoning
  • Cavern of Souls
  • Delighted Halfling
  • Veil of Summer

Setting Up the Kill

Fetchlands are the best landfall cards in the deck because they usually create two triggers:

  • The fetchland entering creates one trigger.
  • The land it finds creates another.

The deck includes many fetch-style lands, including:

  • Misty Rainforest
  • Verdant Catacombs
  • Windswept Heath
  • Wooded Foothills
  • Fabled Passage
  • Prismatic Vista
  • Evolving Wilds
  • Terramorphic Expanse
  • Escape Tunnel
  • Bant Panorama
  • Jund Panorama
  • Brokers Hideout
  • Cabaretti Courtyard
  • Riveteers Overlook

Do not crack fetchlands early unless you need the mana. Leaving one uncracked stores an additional landfall trigger for the kill turn.

Forcing Through Combat

Tifa naturally has trample, so ordinary blockers are rarely enough.

The deck also uses:

  • Talon Gates of Madara to phase out a blocker.
  • Escape Tunnel to make Tifa unblockable before pumping her.
  • Kenrith’s Transformation to neutralize a creature.
  • Archdruid’s Charm as removal.
  • Legolas’s Quick Reflexes to protect Tifa and help remove blockers.
  • Strip Mine or Pithing Needle against defensive utility lands.
  • Frenzied Baloth against damage-prevention effects.

Main Kill Lines

Scale Up or Phytoburst Plus a Fetchland

This is the cleanest kill.

  • Cast Tifa and make sure she can attack.
  • Cast Scale Up or Phytoburst.
  • Play a fetchland.
  • First trigger makes Tifa 12 power.
  • Crack the fetchland.
  • Second trigger makes Tifa 24 power.
  • Attack for lethal commander damage.

Rancor Plus Three Landfalls

Rancor makes Tifa start at three power.

  • 3 becomes 6.
  • 6 becomes 12.
  • 12 becomes 24.

Rancor plus a fetchland only reaches 12, but Berserk turns that into 24.

Large Pump Plus Berserk

Useful combinations include:

  • Scale Up, one landfall, Berserk: 6 to 12 to 24.
  • Phytoburst, one landfall, Berserk: 6 to 12 to 24.
  • Become Immense, one landfall, Berserk: 7 to 14 to 28.
  • Rancor, two landfalls, Berserk: 3 to 6 to 12 to 24.
  • Mutagenic Growth, two landfalls, Berserk: 3 to 6 to 12 to 24.

Remember that exactly 20 power is not enough for commander damage. Small permanent bonuses from Lavaspur Boots, Royal Treatment, Snakeskin Veil, Okina, or another effect can matter.

Scapeshift

Scapeshift is one of the deck’s strongest finishers.

With Tifa in play:

  • Five lands entering make an unmodified Tifa 32 power.
  • Four lands entering make her 16 power.
  • Four triggers become lethal if Tifa starts with at least two power or if Berserk is available.

Scapeshift can also find utility lands such as:

  • Talon Gates of Madara
  • Inkmoth Nexus
  • Urza’s Saga
  • Strip Mine
  • Command Beacon
  • Scavenger Grounds

Planar Engineering

Planar Engineering creates four landfall triggers by turning two lands into four basics.

An unmodified Tifa reaches 16 power. Tifa becomes lethal if she has at least one additional power before the triggers resolve.

It also becomes lethal with Berserk after all four triggers resolve.

Because the deck only plays a limited number of basics, preserve enough basics in the library when Planar Engineering is part of your plan.

Harrow

Harrow produces two landfall triggers at instant speed and puts both lands onto the battlefield untapped.

Strong lines include:

  • Scale Up plus Harrow: 24 power.
  • Phytoburst plus Harrow: 24 power.
  • Rancor plus Harrow plus Berserk: 24 power.

Harrow sacrifices a land as an additional cost, so be careful casting it into open countermagic.

Crop Rotation

Crop Rotation is a combo piece, tutor, and interaction spell.

Important targets include:

  • A fetchland for additional triggers.
  • Talon Gates of Madara to remove a blocker.
  • Inkmoth Nexus for the infect plan.
  • Gaea’s Cradle for mana.
  • Urza’s Saga for value.
  • Strip Mine against utility lands.
  • Scavenger Grounds against graveyard decks.
  • Command Beacon against commander tax.
  • Dryad Arbor as an emergency creature.

Crop Rotation can be cast while another Tifa trigger is on the stack, creating additional triggers before your pump spell resolves.

Inkmoth Nexus Backup Plan

Inkmoth Nexus gives the deck a second one-hit win condition.

Important lines include:

  • Inkmoth plus Invigorate plus Berserk: 10 poison.
  • Inkmoth plus landfall-powered Groundswell plus Berserk: 10 poison.
  • Inkmoth plus Become Immense plus Berserk: 14 poison.
  • Inkmoth plus Phytoburst plus Berserk: 12 poison.

Avoid exposing Inkmoth until you can animate, pump, protect, and attack in the same turn.

Mulligan Guide

Because Tifa begins in the command zone, the opening hand should support her rather than contain another threat.

A strong hand usually contains at least three of these four categories:

  • Mana: Green source, acceleration, or multiple functional lands.
  • Landfall: Fetchland, Harrow, Crop Rotation, Exploration, Scapeshift, or Planar Engineering.
  • Power: Scale Up, Phytoburst, Rancor, Berserk, Become Immense, or another pump spell.
  • Protection or disruption: Blossoming Defense, Veil of Summer, Collector Ouphe, Torpor Orb, Endurance, or similar interaction.

Keep Hands That

  • Cast Tifa by turn two and have a clear follow-up.
  • Cast Tifa on turn one with landfall and pump available.
  • Have Exploration with multiple lands or fetchlands.
  • Combine one strong disruption piece with a fast clock.
  • Use Savage Summoning, Cavern of Souls, or Delighted Halfling against blue decks.
  • Have Sylvan Library and enough mana for a slower game.
  • Have Green Sun’s Zenith and a clear tutor plan.

Mulligan Hands That

  • Have no green source.
  • Contain only colorless fast mana.
  • Have one land and no acceleration or land finder.
  • Have too many lands with no payoff.
  • Contain only pump and protection with no landfall setup.
  • Contain only fast mana with nothing useful to accelerate into.
  • Depend on the opponent having no interaction for several turns.

The best mulligan question is:

How does this hand produce 21 damage while surviving one piece of interaction?

Tutor Guide

Green Sun’s Zenith

Common targets include:

  • Dryad Arbor for early development.
  • Sylvan Safekeeper for protection.
  • Allosaurus Shepherd against countermagic.
  • Collector Ouphe against artifact decks.
  • Delighted Halfling for acceleration and an uncounterable Tifa.
  • Destiny Spinner against blue decks.
  • Elvish Reclaimer for utility lands.
  • Endurance against graveyard strategies.
  • Frenzied Baloth against control or damage prevention.

Urza’s Saga

Urza’s Saga can find:

  • Lavaspur Boots
  • Pithing Needle
  • Mana Crypt
  • Mana Vault
  • Sol Ring
  • Lotus Petal
  • Chrome Mox
  • Mox Diamond
  • Mox Amber

Boots is often the best target when haste or one additional power creates a kill. Needle is best when a single activated ability is stopping your plan.

Collector Ouphe shuts down your own artifact mana, Boots, Needle, and Saga targets, so sequence carefully.

Archdruid’s Charm

Archdruid’s Charm can:

  • Find a creature.
  • Put a land directly onto the battlefield.
  • Place a counter on Tifa and use her power as removal.
  • Exile an artifact or enchantment.

Putting a land onto the battlefield also creates a Tifa trigger.

Protection Guide

The deck plays a large protection package because Tifa is both the engine and the main win condition.

Important protection includes:

  • Blossoming Defense
  • Defend the Rider
  • Legolas’s Quick Reflexes
  • Royal Treatment
  • Snakeskin Veil
  • Tamiyo’s Safekeeping
  • Tyvar’s Stand
  • Veil of Summer
  • Vines of Vastwood
  • Sylvan Safekeeper

Protection spells that also increase power should usually resolve before landfall triggers.

Sylvan Safekeeper Warning

Sylvan Safekeeper gives Tifa shroud, which also stops you from targeting her.

Cast your pump spells first. Activate Safekeeper only after the opponent interacts or after you have finished targeting Tifa.

Indestructible Is Not Hexproof

Indestructible does not stop:

  • Exile
  • Bounce
  • Sacrifice effects
  • Negative toughness effects
  • Transformation effects

Choose protection based on the opponent’s actual interaction.

Stax and Disruption

Collector Ouphe

Collector Ouphe is excellent against fast mana and artifact combos, but it also shuts down your own artifacts.

Whenever possible, deploy and use your artifacts before resolving Ouphe.

Torpor Orb

Torpor Orb is strong against creature decks built around enter-the-battlefield abilities.

It also shuts down your own Endurance and Badgermole Cub triggers, so sequence those cards first when possible.

Pithing Needle

Needle is useful against:

  • Commanders with activated abilities.
  • Planeswalkers.
  • Equipment.
  • Utility lands.
  • Maze-style defensive lands.
  • Combo pieces that rely on activated abilities.

Matchups

Blue Control and Tempo

Play patiently.

Prioritize:

  • Cavern of Souls
  • Delighted Halfling
  • Allosaurus Shepherd
  • Destiny Spinner
  • Savage Summoning
  • Veil of Summer
  • Frenzied Baloth

Do not repeatedly cast Tifa into open mana. Build one turn where you can resolve Tifa, create lethal damage, and protect her.

Fast Artifact Combo

Your role is to disrupt once and kill quickly.

Prioritize:

  • Collector Ouphe
  • Force of Vigor
  • Boseiju, Who Endures
  • Archdruid’s Charm
  • Pithing Needle
  • A fast Tifa clock

A disruption-only hand may never win, while a speed-only hand may lose before combat. Look for both.

Graveyard Decks

Use:

  • Endurance
  • Scavenger Grounds
  • Fast pressure

Hold Endurance until the opponent commits to using the graveyard rather than casting it for minor value.

Creature Decks

These matchups are usually races.

Use:

  • Tifa’s trample.
  • Talon Gates of Madara.
  • Escape Tunnel.
  • Kenrith’s Transformation.
  • Archdruid’s Charm.
  • Legolas’s Quick Reflexes.

Do not waste interaction on creatures that do not stop your lethal attack.

Removal-Heavy Midrange

Avoid casting Tifa without protection.

Prioritize:

  • Lavaspur Boots
  • Sylvan Safekeeper
  • Command Beacon
  • Savage Summoning
  • Cavern of Souls
  • Delighted Halfling
  • Cheap protection

Keep another creature available when possible to protect against sacrifice effects.

Prison and Land Denial

Use:

  • Force of Vigor
  • Boseiju, Who Endures
  • Archdruid’s Charm
  • Origin of Metalbending
  • Kenrith’s Transformation
  • Strip Mine

Avoid sacrificing lands carelessly with Crop Rotation, Harrow, Scapeshift, Planar Engineering, Safekeeper, or fetchlands when the opponent is already attacking your mana.

Common Mistakes

  • Resolving landfall triggers before casting pump spells.
  • Counting 20 power as commander lethal.
  • Cracking fetchlands before Tifa is ready.
  • Casting Tifa without protection into removal.
  • Activating Sylvan Safekeeper before your own pump spells.
  • Casting Collector Ouphe before using your artifacts.
  • Forgetting Torpor Orb stops Endurance and Badgermole Cub.
  • Removing too many basics before Planar Engineering.
  • Casting Berserk too early.
  • Relying on indestructible against exile or bounce.
  • Forgetting the Inkmoth Nexus kill.
  • Overcommitting when one protected attack is enough.

Final Summary

Tifa is a fast, explosive deck that rewards careful sequencing.

Your goal is not to build a large battlefield. Your goal is to create one protected combat step where Tifa reaches 21 power.

The deck is strongest when you:

  • Preserve fetchlands for the kill turn.
  • Pump Tifa before resolving landfall triggers.
  • Hold protection for the interaction that actually matters.
  • Tutor for matchup-specific disruption.
  • Keep Inkmoth Nexus available as a backup win condition.

Plan the full turn before committing your resources. Once Tifa starts doubling, the game can end very quickly.

Deck stats

Statistics

Cost

Production

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost0%

0 pips - 0 cards

Production12%

11 mana - 11 cards

Cost98%

58 pips - 50 cards

Production35%

33 mana - 33 cards

Cost2%

1 pip - 1 card

Production17%

16 mana - 16 cards

Avg Mana Value: 1.50

Median: 1.00

Incl. lands: 1.00

Total Mana Value: 100.00

Lands: 40

Enter untapped: 38

Conditional: 2

Always tapped: 0

Mana curve

6
33
12
5
3
0
1
0
0
012345678+

Mana curve by Color

White Spells

012345678+

Blue Spells

012345678+

Black Spells

012345678+

Red Spells

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Green Spells

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Colorless Spells

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Opening hand

Lands in a 7-card hand from your 40-land, 99-card mainboard. Exact odds, not a sample.

Avg lands: 2.83

2–5 lands: 84%

LandsChance%
02%
112%
226%
330%
420%
58%
62%
7<1%

Probability of drawing at leastcard(s) by Categories, having drawncard(s)

CategoriesQtyOdds
Creatures1570%
Instants2284%
Sorceries531%
Artifacts1157%
Enchantments636%
Lands4098%

Quantity of Categories

Commander
1Creatures
15Instants
22Sorceries
5Artifacts
11Enchantments
6Lands
40

Price

Total: $2,934.90

8 cards with no price

Where it goes

Lands40$2,065.2170%
Artifacts11$456.6016%
Creatures15$167.206%
Instants22$99.863%
Sorceries5$81.693%
Enchantments6$62.382%
Commander1$1.960%

How it spreads

< $128$12.53
$1–530$74.26
$5–2012$125.20
$20–5016$614.24
$50+6$2,108.67

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