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CCCali Commander

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Death & Taxes

Cloud, Midgar Mercenary

Watch list: Drannith Magistrate.Event record: 0 wins, 0 losses, 0 draws. No description added.Cards 100/100$1,987.81Avg MV 1.39Updated Oct 31
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Cards

100 cards · 8 categories

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Commander

Qty: 1$22.94
CCU $22.94

Creatures

Qty: 27$306.96
  1. CCU $0.35
  2. CCU $2.33
  3. CCU $3.26
  4. CCU $1.25
  5. CCU $5.59
  6. CCU $0.51
  7. CCU $14.91
  8. CCU $0.29
  9. CCU $59.62
  10. CCU $5.74
  11. CCU $16.65
  12. CCU $0.30
  13. CCU $12.18
  14. CCU $38.38
  15. CCU $2.64
  16. CCU $40.77
  17. CCU $5.62
  18. CCU $0.33
  19. CCU $1.56
  20. CCU $5.31
  21. CCU $2.54
  22. CCU $34.43
  23. CCU $31.37
  24. CCU $0.38
  25. CCU $17.99
  26. CCU $0.28
  27. CCU $2.38

Instants

Qty: 6$54.92
  1. CCU $35.05
  2. CCU $0.99
  3. CCU $6.37
  4. CCU $2.06
  5. CCU $9.12
  6. CCU $1.33

Sorceries

Qty: 2$14.29
  1. CCU $14.29
  2. CCU —

Artifacts

Qty: 30$1,114.32
  1. CCU $0.52
  2. CCU $49.07
  3. CCU $16.66
  4. CCU $164.83
  5. CCU $35.10
  6. CCU $1.48
  7. CCU $2.20
  8. CCU $42.40
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  10. CCU $41.66
  11. CCU $118.26
  12. CCU $81.05
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  14. CCU $240.20
  15. CCU $0.54
  16. CCU $0.36
  17. CCU $5.69
  18. CCU $1.59
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  20. CCU $0.39
  21. CCU $40.22
  22. CCU $49.05
  23. CCU $35.34
  24. CCU $111.29
  25. CCU $1.23
  26. CCU $35.86
  27. CCU $19.92
  28. CCU $1.99
  29. CCU $0.47
  30. CCU $16.95

Enchantments

Qty: 2$8.12
  1. CCU $5.96
  2. CCU $2.16

Planeswalkers

Qty: 1$4.89
  1. CCU $4.89

Lands

Qty: 31$461.37
  1. CCU $1.11
  2. CCU $134.58
  3. CCU $29.83
  4. CCU $50.05
  5. CCU —
  6. CCU $5.31
  7. CCU $4.04
  8. CCU $16.57
  9. CCU $57.70
  10. CCU $0.96
  11. CCU $30.79
  12. CCU —
  13. CCU —
  14. CCU $31.55
  15. CCU $14.65
  16. CCU —
  17. CCU $40.25
  18. CCU $27.19
  19. CCU $12.29
  20. CCU $4.50

Deck primer

CLOUD, MIDGAR MERCENARY

Cali Commander — Beginner's Deck Primer

Strategy: Mono-White Death & Taxes / Mana Denial / Equipment Midrange

Main goal: Stop explosive combo strategies, deny mana and essential resources, then win through creature combat over six or more turns.

Win condition: Combat damage. No infinite combos or alternate-win packages.


1. How Does This Deck Work?

Cloud is a proactive prison deck. Instead of racing Flash/Hulk, Reanimator, or Storm, we block their essential actions and tax their mana. Fast mana deploys restrictions early; Cloud, Equipment, and the Initiative win longer games.

Our five interconnected plans are:

  • Mana denial: Sphere of Resistance, Thorn of Amethyst, Trinisphere, Winter Orb, Winter Moon, land destruction, and Rishadan Port.
  • Combo suppression: Target library searches, nonhand casting, reanimation, death triggers, free spells, and repeated spellcasting.
  • Combat: Equip Cloud with the tool needed for the matchup and turn connections into cards, removal, or discarded hands.
  • Initiative: Create a separate, repeatable value engine that does not require Cloud.
  • Attrition: Trade resources favorably until the opponent cannot recover.

Terms: Stax restricts actions; tax increases costs; tutor searches a library; asymmetry means hurting opponents more than ourselves; clock measures how quickly we win.

Core philosophy: We do not need to lock every action. We need to deny the actions that matter while continuing to attack.

2. Opening Hands and Mulligans

Look for white mana, relevant early disruption, and a path to apply pressure or draw cards.

Fast mana: Mana Crypt, Sol Ring, Ancient Tomb, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, and Gemstone Caverns. Mana Vault and Mishra's Workshop help but cannot produce white. Workshop only casts artifact spells.

Strong early restrictions: Deafening Silence, Thalia, Ethersworn Canonist, Grafdigger's Cage, Aven Mindcensor, Drannith Magistrate, Sphere of Resistance, Chalice of the Void, and Trinisphere.

Three strong starts:

  1. Prison first: Accelerate into a matchup-relevant restriction; follow with Cloud or another threat.
  2. Cloud first: Cast Cloud, find the best Equipment, then protect the development turn with disruption.
  3. Mana squeeze: Establish a tax, then attack the opponent's mana with Wasteland, Port, Winter Orb, or Winter Moon.

Mulligan hands with no dependable white source, expensive Equipment without a way to deploy it, fast mana but no useful action, or no defense against the opponent's likely early win.

Beginner tip: Judge the hand by what it can stop on turns one and two, not just how quickly it casts Cloud.

3. Cloud's Abilities

Cloud costs "{W}{W}" and is a 2/1 Human Soldier Mercenary.

Entering: Search for an Equipment and put it into our hand.

While equipped: Triggers of Cloud and Equipment attached to him occur one additional time. This does not double activated abilities, Equipment elsewhere, or his normal entrance tutor.

One combat connection with Cloud can therefore produce two Buster Sword triggers, two Sword of Fire and Ice triggers, two Sword of Feast and Famine triggers, or four Jitte counters.

Only one Equipment is needed. Avoid overinvesting into removal.

4. Choosing Equipment

Buster Sword — Card advantage. Gives +3/+2. A hit draws a card and can cast a spell from hand for free with mana value no greater than damage dealt. Cloud normally hits for five: draw two, potentially cast two spells. Triggers resolve separately; taxes, spell limits, and Vexing Bauble still apply.

Umezawa's Jitte — Board control. Cloud makes four charge counters per combat-damage event; spend each for +2/+2, -1/-1 to a creature, or two life. Also triggers against blockers.

Sword of Fire and Ice — Removal and cards. Cloud deals two instances of two damage and draws two cards on a hit; protection from red/blue improves combat.

Sword of Feast and Famine — Resource denial. Cloud makes the defending player discard twice and untaps our lands twice. Float mana between triggers; protection from black/green helps.

Skullclamp — Supplemental cards. Convert small creatures and Ocelot Pride tokens into cards. It can also sacrifice an otherwise unmodified Cloud by reducing his toughness to zero, but losing our commander should be deliberate, not the default plan.

Selection: Buster Sword for value; Jitte for creatures; Fire and Ice for cards/removal; Feast and Famine for resource denial. Stoneforge Mystic finds and deploys weapons.

5. The Anti-Combo Prison

Identify the actual combo before choosing which hate piece to play.

Tutors and hand disruption

  • Aven Mindcensor: Opposing library searches are limited to the top four cards, not entirely prevented.
  • Anointed Peacekeeper: Looks at the opponent's hand and names a key card; that card's spells and nonmana activated abilities cost more.
  • Elite Spellbinder: Exiles a nonland card from the opponent's hand and taxes its later casting.
  • Drannith Magistrate: Prevents opponents from casting spells from outside their hands, including commanders and plotted spells.
  • Disruptor Flute / Pithing Needle: Name cards with important activated abilities. Flute also taxes spells with its chosen name.

Flash/Hulk and reanimation

  • Containment Priest: Exiles nontoken creatures that would enter without being cast; stops Hulk entering through Flash and many reanimation effects.
  • Grafdigger's Cage: Stops creatures entering from graveyards or libraries. It does not stop Hulk itself entering through Flash from hand, but can stop Hulk's library-search payoff.
  • Stone of Erech: Exiles opposing creatures instead of allowing them to die, denying death triggers such as Protean Hulk's. Can also clear a graveyard and draw a card.
  • Sanctifier en-Vec: Exiles black/red graveyard cards and prevents new black/red cards from reaching graveyards.

Storm and spell chains

  • Deafening Silence: One noncreature spell per player each turn.
  • Ethersworn Canonist: Restricts nonartifact spell sequences.
  • Archon of Emeria: One spell per player per turn; opposing nonbasics enter tapped.
  • Thalia / Thorn of Amethyst: Tax noncreature spells.
  • Sphere of Resistance: Taxes all spells.
  • Trinisphere: Makes each spell require at least three total mana to cast.
  • Lodestone Golem: Taxes nonartifact spells while presenting a 5/3 attacker.

Free spells and abilities

  • Vexing Bauble / Boromir: Counter spells cast with no mana spent, including many free interaction and combo pieces. Paying a tax with mana can avoid this restriction.
  • Chalice of the Void: Counters spells matching its charge-counter count; zero is excellent against free artifacts but also stops our own later zero-mana spells.
  • Karn, the Great Creator: Stops opponents activating abilities of artifacts, including mana abilities.
  • Sanctum Prelate: Prevents noncreature spells of a chosen mana value from being cast.

Beginner tip: Against Flash/Hulk, separate preventing Hulk entering, dying, and deploying creatures.

6. Mana Denial: The Central Advantage

Mana denial turns taxes into a prison: even an extra one or two mana can become impossible to pay.

Winter Orb: While untapped, allows each player to untap only one land during their untap step. Our artifact acceleration offsets some of the disadvantage.

Winter Moon: Each player can untap no more than one nonbasic land during their untap step. Our twelve basic Plains make this comparatively asymmetrical.

Tangle Wire: Temporarily taps permanents. It can tap itself toward its requirement; order upkeep triggers carefully.

Strip Mine / Wasteland / Ghost Quarter: Remove lands. Crucible of Worlds lets us replay them from the graveyard each turn.

Rishadan Port: Tap an important land at an inconvenient time, often during the opponent's upkeep. White Orchid Phantom destroys a nonbasic on entry while supplying a flying attacker; its controller may find a tapped basic.

Armageddon / Ravages of War: Destroy all lands only when our threat, prison, and artifact mana can keep operating. Flagstones of Trokair finds a Plains when put into the graveyard from the battlefield.

Example: Accelerate → land a Sphere or Trinisphere → deploy Cloud or an Initiative creature → restrict untaps or destroy key lands → attack until the game ends.

Beginner tip: Count our mana before deploying symmetrical restrictions. We must still attack.

7. Oswald Fiddlebender's Artifact Toolbox

Oswald pays "{W}", taps, and sacrifices an artifact to put another artifact with mana value exactly one higher onto the battlefield. Activate only as a sorcery.

Mana value 0 → 1: Sacrifice an expendable zero-cost artifact (or artifact land) to find Grafdigger's Cage, Pithing Needle, Vexing Bauble, Stone of Erech, Portable Hole, Skullclamp, or Sol Ring.

Mana value 1 → 2: Find Sphere of Resistance, Thorn of Amethyst, Winter Orb, Winter Moon, Ethersworn Canonist, Disruptor Flute, or Jitte.

Mana value 2 → 3: Find Trinisphere, Tangle Wire, Crucible of Worlds, or Buster Sword.

Mana value 3 → 4: Find The One Ring for a powerful draw engine and immediate protection, or Lodestone Golem for additional taxation and combat pressure.

Lodestone Golem is our current flex slot: It is the second four-mana Oswald target beside The One Ring. Its value is independent of Oswald, especially against spell-heavy strategies.

Oswald does not cast the artifact. Do not sacrifice active hate unnecessarily; he also needs to overcome summoning sickness.

8. Initiative and Other Card Advantage

White Plume Adventurer and Seasoned Dungeoneer take the Initiative, venture into Undercity, and generate more progress at our upkeep if we retain it.

White Plume Adventurer untaps a creature on opposing upkeeps (all our creatures if we completed a dungeon).

Seasoned Dungeoneer gives an attacking Cleric, Rogue, Warrior, or Wizard protection from creatures and explores. Cloud is a Soldier Mercenary, so is not eligible.

Initiative wins without Cloud; stax helps us keep it.

Other resource engines:

  • The One Ring: Temporary protection on entry and escalating card draw.
  • Esper Sentinel: Taxes opposing noncreature spells or draws cards.
  • Stoneforge Mystic / Recruiter of the Guard / Ranger-Captain of Eos: Find the precise Equipment, small creature, or one-mana creature needed. Ranger-Captain can also sacrifice to shut off opposing noncreature spells for a turn.
  • Ocelot Pride: Builds combat pressure and supplies token bodies for attrition and Skullclamp.
  • Urza's Saga: Creates Construct threats and searches for an artifact with mana cost "{0}" or "{1}".
  • Enlightened Tutor: Finds the most important artifact or enchantment for the present position.

Beginner tip: Once we have a stable prison and a functioning draw engine, attacking consistently is usually better than overextending.

9. Protection and Interaction

Silence / Orim's Chant: Prevent spells later in the turn; neither counters a spell already on the stack. Orim's Chant targets one player and can also stop their creatures attacking when kicked.

Grand Abolisher / Voice of Victory: Keep opponents from casting spells during our turn, making Equipment deployment, removal, and attacks safer.

Ranger-Captain of Eos: Sacrifice to prevent opponents from casting noncreature spells that turn, including on their turn when timing matters.

Aven Interrupter: Exiles a spell and makes it plotted, delaying it until it can be cast later. Drannith Magistrate stops that opponent from casting the plotted card while Magistrate remains in play.

Reprieve: Returns a spell to its owner's hand and draws a card, even when the spell cannot be countered.

Solitude / Swords to Plowshares / March of Otherworldly Light: Efficient instant-speed answers to creatures or other applicable permanents.

Mother of Runes / Skrelv: Protects Cloud or enables attacks through blockers of a chosen color. Boromir can sacrifice to give our creatures indestructible.

Beginner tip: Hold interaction against an imminent win even if it delays Equipment.

10. Matchup Guide

Flash/Hulk: Prioritize Containment Priest, Stone of Erech, Grafdigger's Cage, and reactive interaction. Priest stops the Flash entry; Stone stops the death trigger; Cage can block creatures entering from the library. Layer protection because none of these does everything.

Reanimator: Prioritize Containment Priest, Grafdigger's Cage, Stone of Erech, Sanctifier en-Vec, and creature exile. Keep removal ready for threats that slip through.

Storm: Lead with Deafening Silence, Archon of Emeria, or Canonist, then add mana taxes. Silence, Orim's Chant, Ranger-Captain, and Vexing Bauble interrupt explosive turns.

Tutor-based combo: Aven Mindcensor, Anointed Peacekeeper, Elite Spellbinder, Drannith, and Disruptor Flute attack both consistency and execution. Name the specific bottleneck, not simply the opponent's best-known card.

Blue control / slower midrange: Establish Cloud, Stoneforge, Initiative, or The One Ring, then pressure mana and hand size. Sword of Fire and Ice and Sword of Feast and Famine are excellent combat rewards. Protect key turns with Grand Abolisher or Silence.

Creature decks: Jitte, Sword of Fire and Ice, Solitude, Swords to Plowshares, and Initiative creatures control combat. Avoid overcommitting to taxes that do not meaningfully affect the battlefield.

Artifact engines: Karn, Pithing Needle, Disruptor Flute, and efficient removal attack mana rocks and activated engines. Karn stops activated abilities, not static or triggered ones.

General rule: Our long-game strength already addresses fair decks. Prioritize stopping opponents who can ignore combat.

11. Sequencing and Self-Inflicted Restrictions

Against fast combo: Relevant hate piece → overlapping protection → threat → tighten mana → attack. We must survive the first several turns before optimizing our damage output.

Against slower decks: Threat or engine → selective disruption → Equipment connection or Initiative → mana denial → combat finish. Do not spend every turn adding restrictions when the opponent is already unable to act.

Watch for these conflicts:

  • Deafening Silence / Archon: Can limit our free spells from Buster Sword.
  • Vexing Bauble: Counters our spells cast without spending mana, including free Buster Sword casts; sacrifice it to draw when appropriate.
  • Chalice at zero: Counters later zero-mana acceleration, including ours.
  • Thalia / Sphere / Thorn / Lodestone / Trinisphere: Can tax our spells; Trinisphere can demand mana even for spells cast without paying their mana costs.
  • Winter Orb / Winter Moon: Restrict our land untaps too. Preserve white mana and use artifact acceleration intelligently.
  • Armageddon / Ravages: Can strand our own hand without a functioning board and artifact mana.
  • Sanctum Prelate: Restricts our noncreature spells of its named mana value as well.
  • Mishra's Workshop: Cannot pay equip costs, Oswald activations, or other noncasting costs.

Beginner tip: Before deploying a restriction, ask: "Does this reduce the opponent's useful options more than mine?"

12. Metagame Swap Options

These are optional deck-construction swaps, not guaranteed legal tournament sideboard cards; follow the event's rules.

  • Abeyance / Calamity's Wake: More tools against spell-based combo; Wake also exiles graveyards.
  • Ephemerate: Reuse Cloud's Equipment search, Recruiter's tutoring, or Initiative enter-the-battlefield triggers.
  • Flare of Fortitude: Protect our board and life total during a critical turn.
  • Gideon of the Trials: Defensive planeswalker and an emblem that can interfere with some combo finishes.
  • Lion Sash / Unlicensed Hearse: Additional repeatable graveyard hate with combat applications.
  • Mask of Memory: Additional Equipment draw and selection; Cloud can double its combat trigger.
  • Path to Exile / Skyclave Apparition: Extra efficient creature or permanent interaction.
  • Puresteel Paladin / Sigarda's Aid: Stronger Equipment velocity at the cost of reduced stax density.

Flex slot: Replace Lodestone only if specialized disruption matters more than another tax and attacker.

13. Common Mistakes

  1. Keeping fast mana without white: Cloud requires "{W}{W}", and our best creatures are white.
  2. Equipping instead of disrupting: Stop a possible immediate win before investing in combat.
  3. Always finding the same Equipment: Cloud's search should respond to the actual board.
  4. Using Oswald as an automatic ladder: Do not trade away the hate piece that is keeping us alive.
  5. Misidentifying Hulk hate: Priest, Cage, and Stone of Erech stop different parts of the combo.
  6. Casting symmetrical prison effects blindly: Calculate our mana and planned spells first.
  7. Playing Armageddon from behind: Land destruction should secure an advantage, not gamble on recovery.
  8. Giving away the Initiative: Protect it when possible; it is a recurring engine.
  9. Failing to apply pressure: Every extra turn gives the opponent another draw toward an answer.

14. Final Strategy Summary

Cloud is combat-first Death & Taxes built for an exceptionally fast 1v1 format. Our opening plays disrupt tutors, Flash/Hulk, reanimation, Storm, and mana. Our middle turns stack selective restrictions while Cloud, Oswald, the Initiative, and Equipment produce durable advantages. Our finish is repeated creature damage, not a combo.

Make the opponent play a slow, resource-constrained game. Then win because our creatures, Equipment, and card advantage are designed to thrive in exactly that game.

Deck stats

Statistics

Cost

Production

Cost100%

47 pips - 39 cards

Production34%

25 mana - 25 cards

Cost0%

0 pips - 0 cards

Production12%

9 mana - 9 cards

Cost0%

0 pips - 0 cards

Production12%

9 mana - 9 cards

Cost0%

0 pips - 0 cards

Production12%

9 mana - 9 cards

Cost0%

0 pips - 0 cards

Production12%

9 mana - 9 cards

Cost0%

0 pips - 0 cards

Production18%

13 mana - 13 cards

Avg Mana Value: 1.96

Median: 2.00

Incl. lands: 1.39

Total Mana Value: 139.00

Lands: 31

Enter untapped: 30

Conditional: 1

Always tapped: 0

Mana curve

8
18
20
16
6
1
0
0
0
012345678+

Mana curve by Color

White Spells

012345678+

Blue Spells

012345678+

Black Spells

012345678+

Red Spells

012345678+

Green Spells

012345678+

Colorless Spells

012345678+

Opening hand

Lands in a 7-card hand from your 31-land, 99-card mainboard. Exact odds, not a sample.

Avg lands: 2.19

2–5 lands: 70%

LandsChance%
07%
123%
233%
325%
411%
53%
6<1%
7<1%

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

CategoriesQtyOdds
Creatures2790%
Instants636%
Sorceries214%
Artifacts3093%
Enchantments214%
Planeswalkers17%
Lands3193%

Quantity of Categories

Commander
1Creatures
27Instants
6Sorceries
2Artifacts
30Enchantments
2Planeswalkers
1Lands
31

Price

Total: $1,987.81

19 cards with no price

Where it goes

Artifacts30$1,114.3256%
Lands31$461.3723%
Creatures27$306.9615%
Instants6$54.923%
Commander1$22.941%
Sorceries2$14.291%
Enchantments2$8.120%
Planeswalkers1$4.890%

How it spreads

< $114$6.67
$1–519$44.54
$5–2020$227.77
$20–5019$691.25
$50+9$1,017.58

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