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// Custom deck · Cloud, Ex-SOLDIER Limit Break
Bracket
Cloud, Ex-SOLDIER · Bracket 2 · Naya voltron

LIMIT BREAK the casual way.

Stack equipment on a single hasty commander, draw cards through Skullclamp, swing for the kill.

Bracket 2 Core
Game Changers 0 / 0
Main deck 100
Author estimate T6 to T8 · untested

At the table

Pod notes →
Keep
Three lands or two plus castable acceleration, an Equipment and a way to develop it.
Develop
Place Equipment before Cloud enters; sequence shroud, colored protection and free-attach conditions.
Finish
Track 21 Cloud commander damage per player; choose blockers and interaction windows before burst spells.
Watch out
Coat does not stop exile. Robe needs activation mana. Greaves' shroud blocks your own equips and Clever Concealment on the carrier.
Guide reviewed List 65a8355f

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

Cloud has haste. On ETB he attaches one Equipment for free, exactly once.

Full gameplan

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.

Opening hands

Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.

KeepShow the seven
  • Forest
  • Plains
  • Command Tower
  • Nature's Lore
  • Sram, Senior Edificer
  • Robe of Stars
  • Steelshaper's Gift

T1 Plains can cast Gift; T2 Forest casts Lore; T3 Tower supports Sram and Equipment development. Ensure an Equipment is on the battlefield before Cloud enters, and leave Robe mana when removal matters.

BorderlineShow the seven
  • Forest
  • Plains
  • Arcane Signet
  • Sram, Senior Edificer
  • Buster Sword
  • Robe of Stars
  • Berserk

T2 Signet is castable and fixes red, but missing land three delays Cloud and equip/protection mana. At a slow table this can develop; against fast pressure use the free mulligan for a third land.

MulliganShow the seven
  • Forest
  • Arcane Signet
  • Hammer of Nazahn
  • Kaldra Compleat
  • Hellkite Tyrant
  • Embercleave
  • Full Throttle

One land cannot cast the two-mana Signet without another resource. The expensive Equipment and finishers do not justify keeping.

Cloud, Ex-SOLDIER strategy guide

Pace and examples. Turn windows below are author estimates and illustrative sequences, not measured multiplayer results or guarantees. A first opponent eliminated is not a whole-table win. In multiplayer the first mulligan is free; later mulligans follow the London procedure. The commander starts in the command zone, outside the seven-card examples.

Bracket fit needs a pace conversation. This loadout is currently listed at Bracket 2. Core expects at least eight turns before a win or loss. The faster first-elimination estimates below are not a demonstrated fit. Discuss them before play; if representative games confirm that speed, change the loadout or bracket rather than merely promising to delay a win.

Cloud is a NayaNaya = red/green/white. The three colors this deck plays in. 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 ETBShort for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger. auto-attach (Hammer of Nazahn, Sigarda’s Aid), or free-equipped through a separate engine (Puresteel Paladin, Stonehewer Giant, Forge Anew). Balan, Wandering Knight is not on that list: his {1}{W} activation attaches every Equipment you control to Balan himself, pulling the whole stack off Cloud, so he is a pivot carrier when Cloud is gone, not a way to load Cloud, and his damage is normal damage, not commander damage. Treat the ETB attach as your priority stat-stick: usually Hammer of Nazahn (indestructible while equipped) or Buster Sword (+3/+2 plus a draw and a free spell when he connects). 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.

Win conditions

Wincon 1 Voltron one-shot

Cloud + 3 to 5 stacked equipment, swing into the player most vulnerable to this commander-damage attack after accounting for blockers and interaction. Sword of Feast and Famine + Embercleave + Buster Sword + Shadowspear is the textbook line. Embercleave’s cost reductionA spell that costs less when conditions are met. Embercleave costs 1 less per attacking creature you control. plus double strike turns Cloud into an 11-power double striker = 22 commander damageDamage dealt by a commander tracks separately. 21 commander damage from a single source kills a player regardless of life total. in one swing, past the 21 threshold. Reyav, Master Smith covers the double strike from the board for two mana: any equipped attacker, Cloud included, gains it on the swing. One timing catch: Reyav checks at declare attackers, so the creature must already be equipped when it attacks; an Equipment flashed in after declaration (Mithril Coat, or a sword under Sigarda’s Aid) misses Reyav’s trigger that combat. Embercleave is the exception, because it brings its own double strike. But without Embercleave’s +1/+1 that same stack stops at 10 power, 20 damage, one short of the commander-damage kill, so bank an Umezawa’s Jitte counter or a Slayers’ Stronghold pump before you promise the one-swing line. 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. Price it honestly first: {6} to cast plus {5} to equip, and the payoff scales with a life total this deck spends on shocklands, painlands, and Sylvan Library. 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. The Clamp has no sacrifice ability: the +1/-1 kills a 1-toughness creature on the spot (a spent Esper Sentinel dies instantly for two cards), and any tougher clamped body still draws two whenever it dies, so park it on a spent Stoneforge Mystic and let her chump. One rules catch: the Germ from Kaldra Compleat is a 5/5 while Kaldra is attached, so Clamp it early and it only dies (and draws) once Kaldra moves to a better carrier. The deck makes no Spirit tokens, so the Germ and your real creatures are the fodder. 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. The half that comes up in real games is the theft clause: when the 6/5 flier connects, you gain control of every artifact that player controls.

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’. The 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. Cloud, Planet’s Champion is the third Cloud body: a {3}{R}{W} 4/4 with double strike and indestructible on your turn while equipped, and equip abilities targeting him cost {2} less. When the commander is taxed out, Planet’s Champion carries the same sword stack and hits twice as hard.

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, Nature’s Lore) plus Esper Sentinel, Sram, or Stoneforge Mystic on the play.

Sigarda’s Aid or Puresteel Paladin in hand. Aid attaches Equipment as it enters; Puresteel waives equip costs only while you control at least three artifacts. Neither is unconditional free re-equipping. 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. A tapped basic on every attack 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 without a complete castable acceleration sequence. A two-mana rock cannot be cast from one ordinary land; it is not an exception. Even Ring needs colored follow-up and sufficient lands to justify keeping.

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.

No equipment, no ramp, no draw. Cloud is always on time from the command zone; judge the opener on the kit around him. A hand with no sword to attach, no rock to accelerate, and no engine to refill casts a naked 4/4 with haste that eats the first removal spell.

Turn plan

T1 Setup

Sol Ring or Esper Sentinel. Esper Sentinel on the play taxes every opponent for the rest of the game. Stoneforge Mystic is {1}{W}, a T2 play: Sol Ring’s colorless never pays her white pip.

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

Nature’s Lore or Arcane Signet (Cultivate is {2}{G}, a T2 play only off a Sol Ring), or Sram / Puresteel Paladin if you have the equipment ready. Nature’s Lore grabs Stomping Ground or Temple Garden untapped. Stoneforge Mystic lands here and tutors your best equipment to hand. On T3 her activated ability ({1}{W}, tap) puts that sword straight onto the battlefield for two mana 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. Casting Sword of the Animist with Sram on the battlefield draws a card. Sword attacks find lands but do not trigger Sram.

Skullclamp on a 1-toughness body (a spent Esper Sentinel) is also live on T3: the +1/-1 kills it on the spot for two cards. There is no sac outlet in this build, so bigger bodies pay out only when they chump or eat removal.
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. Nazgûl Battle-Mace when you want the swing to bite: menace, deathtouch, annihilator 1, and any nontoken permanent an opponent sacrifices comes back under your control unless they pay 3 life.

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 {1}{W} pulls every Equipment onto Balan himself, never onto Cloud, so he is the backup carrier, not a loader. Conqueror’s Flail is the kill-turn lock: while it is attached to a creature, opponents cannot cast spells during your turn, so equip it before the swing; activated and triggered abilities can still interact. Swing into an opponent chosen by commander-damage history, blockers and interaction. 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
  • + Shadowspear +1 / +1, trample, lifelink // {1}: opponents’ permanents lose hexproof and indestructible

  • = 11 / 10 double strike = 22 commander damage in one swing, past the 21 threshold.

The Colossus Hammer shortcut

The fastest kill on the page skips the full stack. Colossus Hammer is +10/+10 for {1}, and every free-attach effect in the deck sidesteps its equip {8}: Cloud’s own ETB attach, Puresteel Paladin’s metalcraft, Sigarda’s Aid, Hammer of Nazahn’s enter trigger, Stonehewer Giant, Forge Anew’s free first equip. Cloud holding the Hammer alone is a 14/14, past his own 7-power Treasure threshold, and with Reyav’s double strike that is 28 commander damage in one swing off a one-mana equipment.

Ultima Weapon is the same idea at the top of the curve: +7/+7 makes Cloud an 11/11 by itself, and its attack trigger, destroy target creature an opponent controls, is the deck’s only repeatable removal that says destroy. Four other repeatables kill without the word: Umezawa’s Jitte spends a charge counter for -1/-1, Sword of Fire and Ice pings 2 on connect, Kaldra Compleat exiles any creature it damages in combat, and Nazgûl Battle-Mace grants deathtouch, so the equipped creature kills whatever it damages. Equip {7} drops to {5} on Cloud, Planet’s Champion, and attached to Cloud, Midgar Mercenary the trigger fires twice for two destroys per attack.

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.

The swords’ protection is meta-dependent evasion. The unconditional package is Spirit Mantle and Trailblazer’s Boots: Mantle grants protection from creatures, so nothing can block Cloud at all, and the Boots grant nonbasic landwalk, near-unblockable in Commander manabases. Mantle is also the deck’s only Aura, so an enchanted Cloud turns on Reyav’s trigger and Red XIII’s vigilance-and-trample grant without a single Equipment.

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 saves him; Shadowspear lifelink does not).

Dominion Bracelet math

The 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 only, and it still uses the stack, so opponents can respond). 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.

Two riders the math above leaves out. Tifa, Martial Artist can add a fourth combat or more: whenever one or more creatures you control with power 7 or greater deal combat damage to a player, she untaps all your creatures. Each trigger during the first combat phase of your turn adds another combat. Double strike or hits on different players can give multiple triggers in that first combat; later combats still untap the team but add no further combats, so Tifa alone does not loop. And Nahiri, Forged in Fury exiles the top card for every equipped attacker in every one of those combats, letting you play it that turn and casting any Equipment she reveals for free mid-kill-turn.

Common mistakes

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 feeding Skullclamp early. The Clamp has no sacrifice ability; the +1/-1 is the kill switch. Equip a 1-toughness body (a spent Esper Sentinel) and it dies on the spot for two cards. Bigger spent bodies like Stoneforge still pay out two cards whenever they die, so clamp them and chump-block freely. And sequence the Kaldra Germ right: it is a 5/5 while Kaldra Compleat is attached, so Clamp it first, then move Kaldra to a better carrier and collect the two cards. Use every body.

Sword of the Animist’s land enters tapped. The trigger is on attack, not damage: declare the equipped attacker and you search whether or not he gets blocked, so swing it into walls all day. The real catch is the basic arrives tapped. It normally pays for nothing this turn unless Sword of Feast and Famine untaps it on a hit, so check that before planning the second main phase.

Forgetting Esper Sentinel triggers on opponents’ turns. Sentinel reads “whenever an opponent casts their first non-creature spell each turn”. They pay X, where X is Sentinel’s power, or you draw. Put a sword on him and the tax gets real: Colossus Hammer makes it {11}. 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 targeted removal. It does not beat a counterspell: on the battlefield Cloud isn’t a spell, and while he’s a spell on the stack the Robe isn’t attached to him yet. To save a different creature, you must re-equip Robe first (equip {1}, normally sorcery speed; with Forge Anew out, any time you could cast an instant on your turn).

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 is one-sided. Fire it. Overloaded it destroys each artifact you don’t control: every opponent’s Sol Ring, Arcane Signet, equipment, and Treasures go, and your own board is untouched. The regular one-mana cast hits a single artifact you don’t control, so the real trap is being too cute with the targeted cast when the overload is safe.

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 cards that search the library for Equipment or artifacts: Stoneforge Mystic, Stonehewer Giant, Steelshaper’s Gift, Nazahn (auto-fetches Hammer of Nazahn on ETB), Cloud, Midgar Mercenary, and Inventors’ Fair. Sigarda’s Aid (flash + ETB attach) and Forge Anew (graveyard recursion plus free first equip) add sword access on top without searching. Volunteer the count, not just the names. A pod that hears “equipment-specific tutors” thinks two or three; you have six.

Protection priority

  1. Robe of Stars. {1}{W}, repeatable, phases outA phased-out permanent is treated as though it doesn't exist while phased out. It returns at its controller's next untap step. 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; instant speed on your turn under Forge Anew). When Cloud’s wearing Robe he survives Wrath of God, Cyclonic Rift, Farewell, exile, theft, and targeted removal (not counterspells; a spell on the stack has no Robe attached). The best protection card in the deck because Cloud is the target.
  2. Lightning Greaves. Shroud + haste, 0 to equip. Move Greaves to another legal creature for zero before targeting Cloud with another equip ability, then move them back. Shroud stops your own targeting while Greaves remain attached; moving them requires another legal carrier and normal equip timing.
  3. 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.
  4. 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.
  5. 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 does three jobs. The free first equip is the one everyone reads, and it also lets you activate equip abilities at instant speed on your turn. The third is the one people miss: when Forge Anew enters, it returns a target Equipment card from your graveyard to the battlefield. The sword comes back unattached, and the free first equip moves it onto a body the same turn. If a sword eats removal, replay Forge Anew and bring it back.

Forge Anew is not the only layer. Cid, Freeflier Pilot returns any Equipment card from your graveyard to hand for {2} and a tap, repeatable, and discounts every Equipment spell you cast by {1}. Danitha Capashen, Paragon discounts Aura and Equipment spells by another {1}. Two cost reducers plus a repeatable regrowth is the difference between casting one sword a turn and two.

Samut’s blocking line

Samut, Voice of Dissent can stand Cloud back up after he attacks, but it is not automatic: the untap is an activated ability, {W} plus tapping Samut, targeting another creature, so it costs a white each time and fires once per untap of Samut. Pay it after combat and Cloud blocks 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 needs Samut on board with {W} open. Red XIII, Proud Warrior covers the same job passively in this build: while he is out, every modified creature you control has vigilance and trample, so an equipped Cloud never taps to attack in the first place.

Tokens to bring

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

Equipment timing checklist

Sram rewards casting an Aura, Equipment or Vehicle; Aid attaches entering Equipment; Cloud attaches once on entry; attack triggers and combat-damage triggers happen later and have different conditions. Puresteel needs metalcraft, Forge Anew makes only the first equip activation each turn free and permits instant-speed equip only on your turn, and ordinary equip is sorcery speed. Protection also stops your own colored targeting: Sword of Feast and Famine gives protection from green, so cast Berserk before that protection applies or use another legal line. Choose attack targets using commander-damage history, blockers, open interaction and the next turn’s retaliation.

09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 2 permits none. Bracket 3 caps at 3.
Bracket
Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
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
A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
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 without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
Cascade
A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
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 a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
Vigilance
Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
Lifelink
Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
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
An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
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
Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
Drain
A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
Rule-zero
The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
Summoning sickness
A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
Replacement effect
A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
Storm
A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
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