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Deck · by asher · Landfall, T3-4
Tifa Lockhart
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Deck primer
# Tifa Lockhart Cali Commander Primer
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:
The deck can also win through Inkmoth Nexus, Urza’s Saga Constructs, or large utility creatures when Tifa is unavailable.
An unmodified Tifa starts at one 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:
That is lethal commander damage.
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:
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.
The deck uses fast mana and one-mana accelerants to cast Tifa quickly.
Key acceleration includes:
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:
Fetchlands are the best landfall cards in the deck because they usually create two triggers:
The deck includes many fetch-style lands, including:
Do not crack fetchlands early unless you need the mana. Leaving one uncracked stores an additional landfall trigger for the kill turn.
Tifa naturally has trample, so ordinary blockers are rarely enough.
The deck also uses:
This is the cleanest kill.
Rancor makes Tifa start at three power.
Rancor plus a fetchland only reaches 12, but Berserk turns that into 24.
Useful combinations include:
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 is one of the deck’s strongest finishers.
With Tifa in play:
Scapeshift can also find utility lands such as:
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 produces two landfall triggers at instant speed and puts both lands onto the battlefield untapped.
Strong lines include:
Harrow sacrifices a land as an additional cost, so be careful casting it into open countermagic.
Crop Rotation is a combo piece, tutor, and interaction spell.
Important targets include:
Crop Rotation can be cast while another Tifa trigger is on the stack, creating additional triggers before your pump spell resolves.
Inkmoth Nexus gives the deck a second one-hit win condition.
Important lines include:
Avoid exposing Inkmoth until you can animate, pump, protect, and attack in the same turn.
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:
The best mulligan question is:
How does this hand produce 21 damage while surviving one piece of interaction?
Common targets include:
Urza’s Saga can find:
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 can:
Putting a land onto the battlefield also creates a Tifa trigger.
The deck plays a large protection package because Tifa is both the engine and the main win condition.
Important protection includes:
Protection spells that also increase power should usually resolve before landfall triggers.
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 does not stop:
Choose protection based on the opponent’s actual interaction.
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 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.
Needle is useful against:
Play patiently.
Prioritize:
Do not repeatedly cast Tifa into open mana. Build one turn where you can resolve Tifa, create lethal damage, and protect her.
Your role is to disrupt once and kill quickly.
Prioritize:
A disruption-only hand may never win, while a speed-only hand may lose before combat. Look for both.
Use:
Hold Endurance until the opponent commits to using the graveyard rather than casting it for minor value.
These matchups are usually races.
Use:
Do not waste interaction on creatures that do not stop your lethal attack.
Avoid casting Tifa without protection.
Prioritize:
Keep another creature available when possible to protect against sacrifice effects.
Use:
Avoid sacrificing lands carelessly with Crop Rotation, Harrow, Scapeshift, Planar Engineering, Safekeeper, or fetchlands when the opponent is already attacking your mana.
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:
Plan the full turn before committing your resources. Once Tifa starts doubling, the game can end very quickly.
Deck stats
Cost
Production
0 pips - 0 cards
11 mana - 11 cards
0 pips - 0 cards
11 mana - 11 cards
0 pips - 0 cards
11 mana - 11 cards
0 pips - 0 cards
11 mana - 11 cards
58 pips - 50 cards
33 mana - 33 cards
1 pip - 1 card
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
White Spells
Blue Spells
Black Spells
Red Spells
Green Spells
Colorless Spells
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%
| Lands | Chance | % |
|---|---|---|
| 0 | 2% | |
| 1 | 12% | |
| 2 | 26% | |
| 3 | 30% | |
| 4 | 20% | |
| 5 | 8% | |
| 6 | 2% | |
| 7 | <1% |
Probability of drawing at leastcard(s) by Categories, having drawncard(s)
| Categories | Qty | Odds |
|---|---|---|
| Creatures | 15 | 70% |
| Instants | 22 | 84% |
| Sorceries | 5 | 31% |
| Artifacts | 11 | 57% |
| Enchantments | 6 | 36% |
| Lands | 40 | 98% |
Quantity of Categories
Price
Total: $2,934.90
8 cards with no price
Where it goes
| Lands | 40 | $2,065.21 | 70% |
| Artifacts | 11 | $456.60 | 16% |
| Creatures | 15 | $167.20 | 6% |
| Instants | 22 | $99.86 | 3% |
| Sorceries | 5 | $81.69 | 3% |
| Enchantments | 6 | $62.38 | 2% |
| Commander | 1 | $1.96 | 0% |
How it spreads
| < $1 | 28 | $12.53 | |
| $1–5 | 30 | $74.26 | |
| $5–20 | 12 | $125.20 | |
| $20–50 | 16 | $614.24 | |
| $50+ | 6 | $2,108.67 |
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