Cloud, Ex-SOLDIER · Bracket 2 · Naya voltron

LIMIT BREAKthe casual way.

Stack equipment on a single hasty commander, draw cards and gain board through Skullclamp, swing for the kill. Zero Game Changers. Fair-feeling kill turn: 6 to 8 with Berserk or Embercleave in hand, 8 or later otherwise.

Bracket 2 casual
Game Changers 0 / 3
Main deck 100
Kill window T6 to T8

Cloud has haste. On ETB he attaches one Equipment for free, exactly once. Every attack draws a card per equipped attacker, and at 7+ power he also makes two Treasures. With no Tithe in this build, the engine is Skullclamp + free-equip enablers. You stack swords, draw cards, swing again. The third or fourth swing ends a player.

// Commander

Cloud, Ex-SOLDIER strategy guide

Cloud is a Naya voltron commander whose entire job is to die holding a sword. Read his text once:

So the ETB free-equip is a one-time staple. Every other equipment after the first has to be hard-equipped, cheated in with ETB auto-attach (Hammer of Nazahn, Sigarda’s Aid), or free-equipped through a separate engine (Puresteel Paladin, Stonehewer Giant, Balan, Forge Anew). Treat the ETB attach as your priority stat-stick: usually Hammer of Nazahn (indestructible while equipped) or Buster Sword (scales with equipment count). The deck is built so the next swords stack fast.

You don’t pick a wincon at sleeves-on. You pick it at the point of attack, based on what’s already on board.

Wincon 1 Voltron one-shot

Cloud + 3 to 5 stacked equipment, swing into the player with the lowest life. Sword of Feast and Famine + Embercleave + Buster Sword is the textbook line. Embercleave’s cost reduction plus double strike turns Cloud into a 10-power double striker = 20 commander damage in one swing. Backup line: Aettir and Priwen sets Cloud’s base power and toughness to your life total, so at a healthy life total he kills in one unblocked swing without the full sword stack. When a single swing is not safe, Helm of the Host grinds instead: each combat it makes a non-legendary hasty copy of Cloud that attaches an Equipment as it enters and draws when it swings.

Wincon 2 Triple combat via Full Throttle

Full Throttle costs {4}{R}{R} and gives two extra combat phases this turn. Three swings, three sets of damage triggers, three sets of card draws. With Cloud at 7+ power, that is two Treasures and a draw per equipped attacker per swing. Pick the right attack order and you can take two opponents in a turn.

Wincon 3 Skullclamp card-draw engine

The B2 engine isn’t Treasures. It’s Skullclamp on small bodies: equip a 1/1 Rebel from Barret, a Spirit, a Germ, sacrifice into it, draw two. Sram, Senior Edificer turns every Equipment cast into a card. Esper Sentinel taxes opponents or gives you a draw. Three independent draw sources running in parallel outpace a casual pod and find your kill pieces.

Wincon 4 Hellkite Tyrant 20+ artifacts

Hellkite Tyrant wins the game at upkeep if you control 20 artifacts. With no Tithe in this build the artifact count grows slower (Treasures come only from Cloud’s 7+ trigger and Professional Face-Breaker), so this is a later-game alt-win, not the headline plan. Still hits when the table racks up answers to Cloud but leaves the equipment stack alone.

Cloud, Midgar Mercenary (different card, not the commander) is a cheap {W}{W} 2/1 second copy of the gameplan. He tutors any Equipment from your library on ETB. The second clause reads ‘As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time’, that doubling only applies to Equipment attached to this Cloud (Midgar Mercenary), not to your commander Cloud or to other creatures. He’s a second Cloud body. If your commander gets countered, exiled, or eats Swords twice in a row and the recast cost is unbearable, this is the line that keeps the game on rails.

The doubling matters when you stack Equipment on Cloud Midgar himself: Sword of Feast and Famine’s land-untap, Sword of Fire and Ice’s ping+draw, Skullclamp’s draw on death, all fire twice as long as the Equipment is attached to Midgar.

Snap keep

Two-to-three lands + ramp + a body. The classic opener: Sol Ring or a 2-mana ramp piece (Arcane Signet, Cultivate, Nature’s Lore) plus Esper Sentinel, Sram, or Stoneforge Mystic on the play.

Sigarda’s Aid or Puresteel Paladin in hand. Either one before T4 lets you stack equipment without paying equip costs for the rest of the game. With no Tithe in this build, the free-equip enablers are the engine.

Sword of the Animist in hand and a body to attach it to cheap. Land per turn off combat damage is how the curve keeps moving. Two-mana equip on a Sram or a Stoneforge body is fine.

Sylvan Library. Two extra cards per turn, 4 life per kept extra. Free if you don’t keep extras. Snap.

Ship back

One-land hand without Sol Ring or a 2-CMC rock. You will not curve. Mulligan.

All five+ CMC. The deck wins through curving into Cloud on T4, not through topdecks.

All interaction, no threats. Two removal spells and zero creatures is a losing hand here. You can’t stop them all and you have nothing to apply pressure with.

Cloud in hand but no equipment, no ramp, no draw. A naked Cloud is a 4/4 with haste. Without follow-up he eats a removal spell and you’ve spent a turn.

T1 Setup

Sol Ring, Esper Sentinel, or Stoneforge Mystic. Esper Sentinel on the play taxes every opponent for the rest of the game. Stoneforge Mystic immediately tutors your best equipment to hand for T2 cheat-into-play.

Don't lead with a tapped land if an untapped white source gets you there for Sol Ring + Esper.
T2 Ramp

Cultivate, Nature’s Lore, Arcane Signet, or Sram / Puresteel Paladin if you have the equipment ready. Nature’s Lore grabs Stomping Ground or Temple Garden untapped. Stoneforge Mystic’s activated ability ({1}{W}, tap) puts any Equipment from your hand straight onto the battlefield, so the Buster Sword you tutored on T1 hits the board for two mana on T2 instead of its full {3} cast cost.

T3 Engine

Sigarda’s Aid, Sylvan Library, or Sword of the Animist on a body. Sigarda’s Aid is the priority here: every equipment from T4 onward auto-attaches on ETB. Sword of the Animist on a Sram body turns every land-ramp into a draw trigger too.

Skullclamp on a 1-toughness creature is also live on T3. Equip for 1, sacrifice the body to a Barret rebel token later or a Spirit, draw two. Two cards for two mana plus a body is the rate the deck needs.
T4 Land Cloud

Cloud with at least one piece of protection ready. The ETB free-attach goes on the equipment that matters most this turn. Hammer of Nazahn if you have it: indestructible while equipped. Buster Sword if you want the +3/+2 plus the free spell on hit. Champion’s Helm if the table is running targeted removal: Cloud is legendary, so the conditional clause grants full hexproof while equipped.

Samut, Voice of Dissent in play means every creature on your side has haste, including Cloud on every future recast.
T5+ Stack & swing

Stack equipment using your free-equip enablers (Puresteel Paladin’s metalcraft, Sigarda’s Aid, Hammer of Nazahn’s ETB attach, Stonehewer Giant’s tutor-and-attach, Forge Anew’s free first equip, Balan’s mass attach). Swing into the lowest-life opponent. Card draw from Cloud’s attack trigger feeds the next swing, but there’s no Treasure burst behind it.

Without Smothering Tithe, the deck wants more reps. Land Cloud, swing, recast through Command Beacon if removed, keep the pressure on. The kill turn is the 3rd or 4th swing, not the 1st. Plan for T6 to T8.
  • Cloud base 4 / 4 // haste, ETB attach one equipment

  • + Buster Sword +3 / +2 // on combat damage, draw a card and cast a spell with mana value ≤ damage for free
  • + Embercleave +1 / +1, double strike, trample // flash, costs 1 less per attacker
  • + Sword of Feast and Famine +2 / +2, untap your lands // protection from black and green

  • = 10 / 9 double strike = 20 commander damage in one swing.

Sword protection lines

Sword of Feast and Famine gives Cloud protection from black and protection from green. That has three effects you want to read in order: (1) black or green creatures cannot block Cloud, (2) any black or green spell or ability that targets Cloud fizzles, (3) all black and green combat damage to Cloud is prevented. Against a green commander pod, Cloud holding F and F walks past most of the table’s defenders.

Sword of Fire and Ice gives protection from red and blue. Same three effects against red and blue. In practice the right swords to stack are the ones that lock out the opponent’s blocker colors, not just the ones with the prettiest stat lines.

You arrive at this state on T6 or T7 in B2, not T5. Without the Tithe Treasures behind every turn, the equipment stack assembles slower and Cloud usually has to swing once or twice before he holds the full kit. That’s fine. The math doesn’t change. The clock does.

Berserk math

Berserk at instant speed doubles Cloud’s power for the turn and grants trample. A 6-power Cloud becomes 12 power double strike on the swing trigger. Even Cloud bare with one stat-stick becomes lethal: 7 power + Berserk + double strike = 28 trampling damage. Berserk also reads ‘at the beginning of the next end step, destroy that creature if it attacked this turn.’ Cloud dies after the swing unless he is indestructible (Hammer of Nazahn equipped, or Shadowspear’s lifelink keeping him alive through the swing does not save him, but Hammer does).

Dominion Bracelet math

Dominion Bracelet gives the equipped creature +1/+1 and a Mindslaver-style activated ability that costs {15} minus the equipped creature’s power, with activation exiling the Bracelet. At Cloud’s 7 power, the activation costs {8} (sorcery speed, you may not respond to it). At 15+ power, it’s free. Activating exiles Bracelet, so this is a one-shot play, not repeatable. Sequence: load Cloud with stat sticks to push power to 15 if you want it free, then a sorcery-speed activation on your main phase to seize target opponent’s next turn. Use the Mindslaver turn to set up your kill: tap their blockers, cast their counterspells on their own boardwipes, kill their commander, then untap and one-shot them.

Full Throttle math

Two extra combat phases on the turn it resolves. Three swings, three rounds of damage triggers, three rounds of card draw. Cloud at 7 power across three combats = 21 commander damage exactly. Lethal on a single target without any pump spell. Two combats are usually enough if Embercleave is in the mix. This is the most common kill pattern in B2: assemble across T5 and T6, fire Full Throttle T7 or T8.

Forgetting Cloud’s attack trigger. Draw a card for each equipped attacker, and two Treasures at 7+ power. This trigger fires every combat. If you Full Throttle, it fires three times. Stop the swing, announce both triggers, then move to damage.

Not sacrificing into Skullclamp early. Skullclamp’s value is sac-fodder. Don’t let a 1/1 Rebel from Barret sit on the board; Skullclamp it for 2 cards. Don’t let Stoneforge sit around after she’s tutored; clamp her too. The deck has no other repeatable sacrifice payoff. Use every body.

Sword of the Animist only triggers on combat damage. If the equipped attacker gets blocked and doesn’t connect, no land. Pick the attack target that won’t block: a tapped-out player or one with no creatures. Don’t waste the ramp trigger swinging into a wall.

Forgetting Esper Sentinel triggers on opponents’ turns. Sentinel reads “whenever an opponent casts their first non-creature spell each turn”. They pay 1 generic or you draw. Players forget and you forget. Watch every spell on every opponent’s turn.

Not using Robe of Stars to dodge a board wipe. {1}{W} to phase out the equipped creature, repeatable per equip. Phased-out permanents are not affected by anything; Robe phases out the creature Robe is attached to plus everything attached to that creature. If Cloud is wearing Robe, he and his entire equipment stack vanish for the turn, dodging Wrath of God, Cyclonic Rift, Farewell, exile, theft, and counterspells targeting him. To save a different creature, you must re-equip Robe first (equip {1}, sorcery speed) on your next main phase.

Helm of the Host copies Cloud’s printed card, not the Equipment bolted onto him. The token enters with no Equipment attached, but its own enter trigger attaches one Equipment you control, and it draws when it attacks. It is a copy, not your commander, so its damage is normal damage, not commander damage.

Vandalblast overload also kills your own artifacts. Sol Ring, Arcane Signet, equipment, Treasures, everything you don’t control with another player on your side of the table goes. Re-read the targeting before you fire: it destroys all artifacts your opponents control, not all artifacts. Safe to overload. But the non-overload cost only targets one opponent’s artifact, not yours, so the trap is being too cute with the regular cast.

Treating Full Throttle like extra turns. It’s extra combats, on this turn only. You still pass to the next player after. Don’t tell the table “extra turn” or the rules conversation gets weird.

Underselling the tutor density at rule-zero. This B2 build runs six equipment-finding cards: Stoneforge Mystic, Stonehewer Giant, Steelshaper’s Gift, Sigarda’s Aid (flash + ETB attach is an enabler not a tutor, but it functions as on-demand sword access), Nazahn (auto-tutors Hammer on ETB), and Forge Anew (recursion plus free first equip). Volunteer the count, not just the names. A pod that hears “equipment-specific tutors” thinks two or three; you have six.

  1. Robe of Stars. {1}{W}, repeatable, phases out the equipped creature (and whatever else is attached to it). Self-target only: to save a different creature, re-equip Robe first (equip {1}, sorcery speed). When Cloud’s wearing Robe he survives Wrath of God, Cyclonic Rift, Farewell, exile, theft, and counterspells targeting him. The best protection card in the deck because Cloud is the target.
  2. Lightning Greaves. Shroud + haste, 0 to equip. Can’t be re-equipped if needed, but the cost is zero so you don’t care most games.
  3. Swiftfoot Boots. Hexproof + haste, 1 to equip. Re-equippable. Swap onto a second creature when you Berserk or commit to a swing.
  4. Champion’s Helm. +2/+2, and the conditional hexproof clause is satisfied because Cloud is legendary. While equipped he has full hexproof. The B2 replacement for the lost Jeska burst.
  5. Hammer of Nazahn. ETB attaches to a target creature. Equipped creature is indestructible. Pairs with Robe of Stars: indestructible body and a phase-out button.
  6. Clever Concealment. Instant-speed phase-out for your permanents. Best response to a board wipe. Hold mana up on the kill turn.

Recursion

Forge Anew has two abilities. The first is the free-equip enabler everyone reads. The second is the one people miss: when Forge Anew enters, return target Equipment card from your graveyard to the battlefield and attach it to a creature you control. If a sword eats removal, replay Forge Anew and bring it back.

Samut’s blocking line

Samut, Voice of Dissent untaps Cloud after he attacks. He can block on the way back. Combined with Shadowspear (trample + lifelink + strips hexproof and indestructible), Cloud attacks, comes home, gains life, and blocks the counter-swing. The full “attack and live through the next turn” sequence requires Samut on board.

If you’re sleeving up before a session, throw these in:

09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 2 builds generally run zero. Bracket 3 caps at 3.
Bracket
The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
Voltron
The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
Commander damage
Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
Attach
The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
Free equip
Attaching an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
Cascade
When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
Affinity
A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
Modified
A creature is modified if it has counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
Vigilance
A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
Mindslaver
A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
Metalcraft
A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). Effects like Light Up the Stage and Outpost Siege are classic examples.
Mulligan
Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
// Switch brackets