Monday 27 May 2013

The 10 Guilds of Commander: Boros - Aurelia’s Army

I’ve already written a blog post about Aurelia where I build a silly deck around trying to get infinite attack steps. While that deck was really just an experiment to see if a red/white combo deck could work, it was actually a lot of fun to play. I have been playing Aurelia in one form or another ever since. Recently, a lot of people at my local store have gotten into Duel Commander (also known as ‘French’ EDH). This is a 1v1 Commander variant with a separate ban list. (More information is available here) While the decks I play for Duel Commander or Karador and Kami, I wanted to see if I could convert Aurelia into a viable Duel Comander deck.

Introducing Aurelia's Army: A Duel Commander aggro deck!



Duel Commander really is a different format from normal EDH. Aggro decks have to be blisteringly fast to compete with the combo decks, and have enough threats to compete with the control decks. I want to build a resilient aggro deck with some resource denial thrown in. This deck also utilises Sunforger to control the board or just power up a creature.



Aurelia, the Warleader (6, 2RRWW) 3/4\nLegendary Creature  — Angel\nFlying, vigilance, haste<br />\nWhenever Aurelia, the Warleader attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.\nGatecrash: Mythic Rare\n\n

The Commander
Aurelia is an excellent aggro commander. She has vigilance and haste, allowing her to beat down the turn she comes up and block if she needs to. With her extra combat step, she deals 6 damage on her own, but with any other creatures out this can get ridiculous. If your opponent is still alive after you’ve attacked with her once, try equipping her with a sword, that will almost certainly end the game!

Tajic, Blade of the Legion is the other new Boros commander, and he is actually still a fairly good commander for this deck. The two are probably interchangeable with very few changes, though Tajic's indestructability means you could safely play more wraths and still be left with a 2/2. I prefer Aurelia as she has haste and evasion, even if she costs more. Tajic really needs 2 other creatures to be attacking to shine. Its very hard to recover when you are behind if you commander is just hitting for two, where as with Aurelia, you can often climb back just swinging with her for 2 turns.

Aurelia is the top of our curve, and she is our main finisher in this deck. Attack with her and some creatures for a devastating attack, or equip her with a sword and put on some more pressure.

The Deck

Deck  


Instant (11)
1x Boros Charm
1x Chaos Warp
1x Disenchant
1x Enlightened Tutor
1x Lightning Bolt
1x Lightning Helix
1x Parch
1x Path to Exile
1x Return to Dust
1x Swords to Plowshares
1x Volcanic Fallout

Planeswalker (3)
1x Ajani Vengeant
1x Elspeth, Knight-Errant
1x Gideon Jura

Enchantment (3)
1x Blood Moon
1x Land Tax
1x Stranglehold






The creatures

Aggressive Creatures
1-Drops- These creatures come down early to put on some pressure. They are often too fast for some slower control decks to deal with when played turn 1.
Goblin Guide (1, R) 2/2\nCreature  — Goblin Scout\nHaste<br />\nWhenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.\nZendikar: Rare\n\nFigure of Destiny - Comes down early and is an excellent mana sink to power up, you can easily hit for 2 on turn 2, then 4 on turn 3.
Goblin Guide - Comes down turn one to attack with haste. While Goblin Guide may be terrible in multiplayer, he is still one of the most aggressive turn one plays in Duel Commander.
Grim Lavamancer - removal or burn to the face, this works well with a full set of fetches to fill your graveyard. With very little graveyard interaction, you can safely exile things as you probably won't be using them once they've hit the graveyard.
Isamaru - A vanila 2/2, but still an excellent turn 1 play. He can come down early and be equipped with swords late game to become an even bigger threat.
Student of Warfare - Comes down early and can hit hard after you sink some mana into him. Can be hitting for 3 first strike damage turn 2 to put the pressure on.
2-Drops
Kargan Dragonlord (2, RR) 2/2\nCreature  — Human Warrior\nLevel up {R} ({R}: Put a level counter on this. Level up only as a sorcery.)<br />\nLEVEL 4-7<br />\n4/4<br />\nFlying<br />\nLEVEL 8+<br />\n8/8<br />\nFlying, trample<br />\n{R}: Kargan Dragonlord gets +1/+0 until end of turn.\nRise of the Eldrazi: Mythic Rare\n\nAsh Zealot - A  hastey 2/2 first strike that punishes players for using flashback. This card comes down fast and can wreck control or graveyard decks.
Kargan Dragonlord - Not quite as scary as Student of Warfare is it comes down a turn later and costs a bit more to level up, but after 4 levels this guy is hitting hard, and if you get him to level 8 he is quite deadly. Another great way to use leftover mana.
Porcelain Legionnaire - I count this as a two drop because this is when you want to be casting him. A 3/1 first strike on turn 2 is definitely worth paying 2 life for. He can make a great blocker in a pinch if he has to.
Truefire Paladin - 2/2 with vigilance that can gain first strike makes this an excellent attacker and blocker, and you can pump him with any spare mana to get in more damage.
3-drops
Blade Splicer - A feeble 1/1 body that brings a 3/3 token along with it. The 1/1 body is often expendable, but giving the golem token first strike is never a bad thing.
Mirran Crusader (3, 1WW) 2/2\nCreature  — Human Knight\nDouble strike, protection from black and from green\nMirrodin Besieged: Rare\n\nBoros Reckoner - Awkward to block, and awkward to attack into, Boros Reckoner makes a great attacker or blocker depending on what the situation calls for.
Frontline Medic - This little fellow lets you protect your whole team if attacking with enough people. Its always awesome to play a wrath post attack and kill your opponents creatures but not yours. People often forget about his second ability and will tap out for an X-spell, but don’t count on people being stupid.
Mirran Crusader - Protection from Green and Black is incredibly relevant in this format, this guy alone can win matches against certain commanders. He also holds a sword like nobody’s business.
Hero of Bladehold (4, 2WW) 3/4\nCreature  — Human Knight\nBattle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)<br />\nWhenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking.\nMirrodin Besieged: Mythic Rare\n\nSilverblade Paladin - Gives your biggest threat and himself double strike, completely devastating if you can bond someone holding some equipment.
4-Drops
Flametongue Kavu - A 4/2 with removal when he enters, he can often remove a blocker before attacks.
Hellrider - Hastey body that pings your opponent whenever a creature you control attacks. And he triggers again if you have multiple attack steps!
Hero of Bladehold - Battlecry can boost your troops, and it stacks with multiple combats, and she brings 2 extra attackers with her every time she attacks.
Hero of Oxid Ridge - Haste and battlecry can lead to an unexpected devastating attack, and he removes the option of chump blockers.
5-Drop
Thundermaw Hellkite - swings for 5 with haste and normally connects the turn it comes down as it taps other fliers. Ends games quickly if not dealt with.


Utility Creatures
Aven Mindsensor - Shuts down tutors and can alone beat decks such as Zur that rely on tutoring. Not being able to crack fetchlands efficiently can often cause opponents problems too.
Aven Mindcensor (3, 2W) 2/1\nCreature  — Bird Wizard\nFlash (You may cast this spell any time you could cast an instant.)<br />\nFlying<br />\nIf an opponent would search a library, that player searches the top four cards of that library instead.\nFuture Sight: Uncommon\n\nBlinding Angel - Stops other aggro decks dead if you can connect with Blinding Angel. The effect stacks meaning this creature can cause a lot of problems once Aurelia is out.
Fiend Hunter - Removal for your opponents creatures, but this can also be used for some neat tricks when combined with Restoration Angel to exile a creature forever, or to exile one of your creatures before a wrath so it comes back.
Grand Abolisher - Great vs control to ensure your creatures don’t get countered, but it can also stop your opponents abusing utility creatures to their full extent among other things.
Linvala, Keeper of Silence - Shuts down utility creatures and some opponents generals.
Magus of the Moon (3, 2R) 2/2\nCreature  — Human Wizard\nNonbasic lands are Mountains.\nFuture Sight: Rare\n\nMagus of the Moon - Can slow opponents down or completely shut them out by cutting them off their mana.
Mangara of Corondor - Can be used to remove any problem permanents though is often just used to remove a land for a tempo advantage, or a blocker for an alpha strike.
Manic Vandal - Kills an artifact when it comes in, but don’t be afraid to cast him as a 2/2 if you need to put pressure on in certain matchups.
Mother of Runes - the ultimate white one-drop, she protects your creatures from damage or removal, or can help a big creature get through. Especially powerful vs mono coloured decks.
Restoration Angel - Reuse an ETB effect, save a creature from spot removal, or just flash in at the end of your opponents turn. Remember she only works on non-Angels however.
Stoneforge Mystic (2, 1W) 1/2\nCreature  — Kor Artificer\nWhen Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.<br />\n{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.\nWorldwake: Rare\n\nSolemn Simulacrum - Gets a land onto the battlefield and can draw you a card when it dies, this is really to help bridge the gap between 4 mana and 6 mana. While the deck really curves out at 4, you need to get to 6 to cast your commander to end the game.
Stoneforge Mystic - gets you whichever equipment you need. If protection is relevant, the Swords are always a good option, or Sunforger can be fetched for a more controly option. Umezawa’s Jitte can wreck certain decks too.
Thalia, Gaurdian of Thraben - A 2/1 first strike is fairly aggressive itself, but Thalia can really slow down certain decks letting you build your army faster than your opponent can stop you.
War Priest of Thune - A bear that destroys an enchantment, then hits for 2 each turn.
Weathered Wayfairer - Can help you fetch utility lands or just get you extra mana to reach 6 mana quicker.


Artifacts
Sunforger (3, 3) \nArtifact  — Equipment\nEquipped creature gets +4/+0.<br />\n{R}{W}, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and cast that card without paying its mana cost. Then shuffle your library.<br />\nEquip {3}\nRavnica: City of Guilds: Rare\n\nBoros Keyrune provides ramp, but also a double striking hard to kill body that can hold a sword very well. Mox Diamond provides some ramp, and works well if you have Land Tax to more or less get an extra land drop.
Our equipment package is Sunforger, Sword of Fire and Ice, Sword of War and Peace, and Umezawa’s Jitte. Sunforger can help control the game while providing a power boost. Sword of Fire and Ice provides removal and much needed card draw. Sword of War and Peace can deal lots of extra damage, especially with double strike or extra combat. The Jitte is an awesome utility equipment that can be used for removal or boost a creature, and also used for lifegain in a pinch.


Boros Charm (2, RW) \nInstant\nChoose one — Boros Charm deals 4 damage to target player; or permanents you control are indestructible this turn; or target creature gains double strike until end of turn.\nGatecrash: Uncommon\n\nInstants - The Sunforger Package
Every Instant is able to be cast off of Sunforger, but they are all worthy of inclusion even without it. Sunforger is often to slow in certain matchups, such as against other aggro decks, where you should just use it for the +4 unless you have the mana to spare to cast something and re-equip it. It can sometimes just be removal each turn until you can hit with your army. Its particularly useful in longer games, giving this deck a bit of extra control that most aggro decks are lacking.
Swords to Plowshares, Path to Exile, Lightning Helix, and Lightning Bolt are all targeted removal for problem creatures. Parch is more targeted removal, but most importantly, it kills Zur. Chaos Warp is removal for any problem permanents, though watch out as you may give them something better. Return to Dust and Disenchant are removal for any artifact or enchantments causing you problems. Enlightened Tutor helps you find any enchantment or artifact you might need, though most often it will be Blood Moon, Stranglehold, or an equipment. Volcanic Fallout is can kill a swarm of small creatures, its necessary in certain matchups like Animar or elves. Boros Charm offers the utility of making your permanents indestructible, giving your biggest threat double strike, and


Enchantments
Stranglehold and Blood Moon can both slow down decks or straight up shut them down. Both are great to slow your opponent while you build your army. Land Tax ensures you hit your land drops so you can get Aurelia out and attacking as soon as possible.


Armageddon (4, 3W) \nSorcery\nDestroy all lands.\nMasters Edition IV: Rare, Masters Edition: Rare, Starter 1999: Rare, Classic (Sixth Edition): Rare, Portal Second Age: Rare, Portal: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nSorceries
Mizzium Mortars is often a one sided wrath, or just spot removal. Bonfire of the Damned can kill hordes of creatures, particularly elves or Animar like Volcanic Fallout. Steelshaper Gift can get whichever equipment you need. Vanadal Blast kills any problem artifacts, or all artifact you don’t control if you need it too. Wrath of God is your standard wrath, though in many match-ups its not necessary. Wheel of Fortune is one of the most powerful draw spells in the game, and much needed to refill your hand in red. Once you have some creatures out, a well timed Armageddon will often put your far enough ahead to win the game.


Gideon Jura (5, 3WW) \nPlaneswalker  — Gideon\n+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.<br />\n-2: Destroy target tapped creature.<br />\n0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.\nMagic 2012: Mythic Rare, Rise of the Eldrazi: Mythic Rare\n\nPlaneswalkers
Ajani Vengeant - Spot removal, a tempo swing, and if he lives long enough, destroys your opponent's mana base, which is normally impossible to recover from.
Gideon Jura - A distraction to help you get through for damage, removal, or just a big beater to help damage your opponent.
Elspeth, Knight Errant - Grow your army, jump a creature, and eventually make all your things indestructible. She is often used as a distraction as you continue to beat face with your army.




Lands
Sunhome, Fortress of the Legion (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{2}{R}{W}, {T}: Target creature gains double strike until end of turn.\nPlanechase: Uncommon, Ravnica: City of Guilds: Uncommon\n\nA full set of fetches can ensure you get Plateau and Sacred Foundry out  for mana fixing early. Command Tower, Clifftop Retreat, and Rugged Prairie are also included for mana fixing. Darksteel Citadel and Flagstone of Trokair can help ensure you recover quicker after mass land destruction than your opponent. Homeward Path stops any creature stealing shenanigans. Mishra’s Factory and Mutavault can be turned into creatures to put on more pressure. Rishadan Port, Dust Bowl and Wasteland can be used to slow your opponents down if you can spare the mana.
Sunhome Fortress of the Legion can give your biggest threat double strike if you have the mana. This is often important if an opponent wraths and you are left with few creatures but lots of mana. Slayer’s Stronghold is much the same, when you have mana and nothing to spend it on, give a creature haste and +2 power, used mostly after a wrath.


Strategy

Play aggressively. Play out your threats, put on as much early pressure as possible. Depending on the match-up, you may have to start playing more control and resource denial late game, but this deck still wants to hit early and hit hard. The longer the game goes on, the more chance combo decks have of combing out, and control decks have of stabilizing, which is not good for us.

Isamaru, Hound of Konda (1, W) 2/2\nLegendary Creature  — Hound\n\nChampions of Kamigawa: Rare\n\nRemember that many creatures are expendable. Don’t hold back just in case you lose a creature, you don’t need ever creature to survive to win. Keeping as many creatures as possibly while still applying pressure and whittling down their life total is ideal, but don’t be afraid to trade creatures, or even run a 2/2 into a 3/3 if it lets you get in with a couple other creatures. Force them to use their wrath turn 4 or 5, then follow up with Aurelia and some more aggressive creatures. If they are going to wrath, make them do it as soon as possible so you can recover and start putting pressure back on quickly. On the other hand, don’t let your Isamaru die if you only have one other creature and a Frontline Medic in hand. Keep as many creatures as you need to best utilise whatever you have avaible. Don’t run your creature into a blocker if next turn you can equip him and be better off. This may be an aggro deck that like to cast creature and turn them sideways, but if you do it without thinking, you won’t get far. It is also best to keep your creatures alive the turn before you cast Aurelia to make the best use of her extra attack steps.

Manic Vandal (3, 2R) 2/2\nCreature  — Human Warrior\nWhen Manic Vandal enters the battlefield, destroy target artifact.\nMagic 2012: Common, Magic 2011: Common\n\nMake the most out of your utility creatures, but don’t be afraid to just use them as attackers. Manic Vandal is obviously meant to be cast when you can destroy an artifact, but if your opponent hasn’t played an artifact in a while and then don’t be afraid to cast him to just attack with. Mother of Runes is often used as protection from removal or damage, but in this deck she is often better used to give your creature protection before attacking to get more damage in. Fiend Hunter can be used to exile a Squire if you want to get through with a creature, especially one equipped with a Fire and Ice, even though it may seem silly to waste his effect on such a small creature.

Sword of Fire and Ice (3, 3) \nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from red and from blue.<br />\nWhenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.<br />\nEquip {2}\nDarksteel: Rare\n\nBe sensible with your equipment. Don’t equip your biggest threat with a Sword fo Fire and Ice if its going to get killed before combat, spread the threats out. Your biggest creature is probably going to be blocker regardless of equipment unless it offers protection, give your equipment to your smaller guys sometimes. Move your equipment to untapped creatures post combat. Equipment of double striking creatures is better than on non-double striking creatures. If your equipment offers protection from your opponents most likely form of removal, keep it on your most important creatures unless you have a compelling reason not to.

Make the best use of your mana. Most of the spells you will cast in this deck are at sorcery speed, except for Sunforger tricks and Restoration Angel. Don’t leave up mana to bluff a Mana Tithe, the card doesn’t help in aggro decks and your opponent likely knows this so they won’t bother playing around it. Use the most of your mana, animate you man land, re-equip creatures and use your lands abilities to deal as much damage as quickly as you can. There are obviously exceptions to this rule, such as leaving mana open for Sunforger, and maybe bluffing a Restoration Angel, though a 99 card deck, the chances of having the Angel in hand are slim so bluffing it will rarely be effective. Remember this is a pretty straightforward deck and your opponent likely knows that. They won’t bother playing around tricks. If you have tricks then use them and catch them out, but don’t count on bluffing them into making misplays.

Hero of Bladehold (4, 2WW) 3/4\nCreature  — Human Knight\nBattle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)<br />\nWhenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking.\nMirrodin Besieged: Mythic Rare\n\nGideon Jura (5, 3WW) \nPlaneswalker  — Gideon\n+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.<br />\n-2: Destroy target tapped creature.<br />\n0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.\nMagic 2012: Mythic Rare, Rise of the Eldrazi: Mythic Rare\n\nDon’t over extend. This is often the hardest bit. If you have 4 creatures out and are hitting your opponents each turn, its sometimes best to keep a creature or two in hand in case the wrath so you can recover. Always having access to Aurelia means that sometimes over extending to force your opponents to wrath early so they won’t have a wrath for after you cast Aurelia. If you have 3 or 4 creatures out before you get to six mana to cast Aurelia, it might be best to keep attacking with the creatures you have instead of casting Aurelia into removal or a wrath, though obviously the extra attack step is almost always powerful enough to win the game. This is something to keep in mind if you have no other creatures in hand and not enough mana to recast Aurelia if she dies. You can force them to wrath now, then cast Aurelia after and attack with her until you draw into more creatures.

Your Planeswalkers are distractions. You should never expect your planeswalkers to ultimate. If you have long enough to ultimate a Planswalker, you should have been spending that time beating face. Your planeswalkers are here to help you with removal or added damage, but also because they often have to be dealt with which means using their resources to destroy the Planewalkers instead of you. This doesn’t mean you should cast them and not protect them, they still warrant protecting. But if your opponent has to send all their creatures attacking at a planeswalker, consider letting the Planswalker die so you can swing back at them harder.




Matchups
I’ve only been playing this deck for the last few weeks, but if I continue to use it, I will eventually update with some of the more popular match-ups and what strategies to use to swing them in your favour.

Zur the Enchanter (4, 1WUB) 1/4\nLegendary Creature  — Human Wizard\nFlying<br />\nWhenever Zur the Enchanter attacks, you may search your library for an enchantment card with converted mana cost 3 or less and put it onto the battlefield. If you do, shuffle your library.\nColdsnap: Rare\n\nAgainst Zur
The most important cards in this matchup are Aven Mindsensor and Stranglehold. Stranglehold can be tutored with enlightened tutor. These can just shot down Zur. Magus of the Moon and Blood Moon can often slow Zur down enough to get enough damage in. Zur typically relies on attacking with and protecting Zur, and getting enchantments that stop your deck, then enchantments that can helps them win. If you can stop Zur from tutoring, either with the Mindsensor or Stranglehold, or by stopping Zur from even being cast or attacking with mana denial and removal. A couple of early creatures can put on enough pressure to force the Zur player into having to use their removal on your smaller creatures and force them to tutor for removal before they can get protection for Zur. This deck can often be fast enough that Zur won’t have a chance to tutor for anything that can stop you.

Geist of Saint Traft (3, 1WU) 2/2\nLegendary Creature  — Spirit Cleric\nHexproof (This creature can't be the target of spells or abilities your opponents control.)<br />\nWhenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.\nInnistrad: Mythic Rare\n\nAgainst U/W Control
Grand Arbiter and Geist of St Traft are the two most popular U/W control commanders, and both tend to play few creatures. If you can swarm them with a few creatures and some artifacts you can often beat them before they can stabilize. Keep a hand with a lot of creatures and keep the pressure on. These deck normally have plenty of spot removal and counters, so one or two creatures probably won’t do it. An early creature such as a Goblin Guide can sometimes do a lot of work when combined with Slayer’s Stronghold because players are often not willing to waste removal on such a small creature. Geist of St Traft decks normally try to equip Geist and start swinging in, so keep your wraths and artifact removal for this. Grand Arbiter quite often will include lots of tax effects, so get your creatures out early before they can start taxing them.

Wydwen, the Biting Gale (4, 2UB) 3/3\nLegendary Creature  — Faerie Wizard\nFlash<br />\nFlying<br />\n{U}{B}, Pay 1 life: Return Wydwen, the Biting Gale to its owner's hand.\nLorwyn: Rare\n\nAgainst U/B Control
Between discard, counters and kill spells, U/B control can normally stop the biggest threats from even hitting the table. Play lots of small threats and try to protect them and try to stick an equipment and start beating face. Don’t cast Aurelia into a counterspell, wait for them to tap out or bait out counters with another threat. Your haste creatures will be the biggest asset here, and again, Slayer’s Stronghold or Sunhome will do a lot of work. Watch out when animating your man-lands as animating a land only to have it killed with a Doom Blade can really put you behind.



Radha, Heir to Keld (2, RG) 2/2\nLegendary Creature  — Elf Warrior\nWhenever Radha, Heir to Keld attacks, you may add {R}{R} to your mana pool.<br />\n{T}: Add {G} to your mana pool.\nPlanar Chaos: Rare\n\nAgainst R/G Aggro and Jund aggro
R/G Aggro (typicall with Rhada) and Jund aggro both play very similarly to this deck. They like to put out fast aggressive creatures and some spot removal. Our creatures have things such as first strike and vigilance which can make them great blockers if you need them too. Run out as many creatures as you can, though still be wary of over extending. If they stop casting creatures, they may be planning on wrathing, so keep that in mind. Aurelia is a better finisher than most of the finishers they will have access to, and you can guarantee  to have her out when you reach 6 mana, so your opponent is likely to be saving their removal for her. You can use this to your advantage by casting other creatures to either tempt them to use their removal on them, or just to apply pressure before you cast Aurelia. Aggro usually comes down to who casts better creatures faster, but with creatures such as Mother of Rune for protection, creatures with vigilance, first strike, and double strike, you can often hold back on attacking to block some of their creatures and waste their resources until you can cast Aurelia as a finisher, or Armageddon if you have more or better creatures out.
Kami of the Crescent Moon (2, UU) 1/3\nLegendary Creature  — Spirit\nAt the beginning of each player's draw step, that player draws an additional card.\nSaviors of Kamigawa: Rare\n\nLet them over-extend if you have a wrath, but don't over extend yourself.

Against Kami Stasis
Get a couple of creatures down fast and keep the pressure on. Force them to use their resources to stop your creatures and keep casting more and attacking. Make sure they don’t get to cast Polymorph or Stasis, if they do they will probably win unless you have already dealt enough damage.





Conclusion
While this deck probably won’t be my go to Duel Commander deck as I favour the inevitability the Karador’s attrition and combo strategy provides, I can definitely see myself playing this whenever I fancy a change. This deck is blisteringly fast and has answers to some of the more popular decks. The control offered by Sunforger can help you win vs control and midrange decks, other aggro decks often lose if you get Aurelia out for a turn, and its fast enough to race against combo, with resource denial to slow them down while you whittle down their life. I’ll probably be lending this deck to someone at an upcoming Duel Commander tournament, so I will update with how well it performs in a competitive setting.


Ash Zealot (2, RR) 2/2\nCreature  — Human Warrior\nFirst strike, haste<br />\nWhenever a player casts a spell from a graveyard, Ash Zealot deals 3 damage to that player.\nReturn to Ravnica: Rare\n\nAven Mindcensor (3, 2W) 2/1\nCreature  — Bird Wizard\nFlash (You may cast this spell any time you could cast an instant.)<br />\nFlying<br />\nIf an opponent would search a library, that player searches the top four cards of that library instead.\nFuture Sight: Uncommon\n\nBlade Splicer (3, 2W) 1/1\nCreature  — Human Artificer\nWhen Blade Splicer enters the battlefield, put a 3/3 colorless Golem artifact creature token onto the battlefield.<br />\nGolem creatures you control have first strike.\nNew Phyrexia: Rare\n\nBlinding Angel (5, 3WW) 2/4\nCreature  — Angel\nFlying (This creature can't be blocked except by creatures with flying or reach.)<br />\nWhenever Blinding Angel deals combat damage to a player, that player skips his or her next combat phase.\nNinth Edition: Rare, Eighth Edition: Rare, Nemesis: Rare\n\nBoros Reckoner (3, (R/W)(R/W)(R/W)) 3/3\nCreature  — Minotaur Wizard\nWhenever Boros Reckoner is dealt damage, it deals that much damage to target creature or player.<br />\n{(r/w)}: Boros Reckoner gains first strike until end of turn.\nGatecrash: Rare\n\nFiend Hunter (3, 1WW) 1/3\nCreature  — Human Cleric\nWhen Fiend Hunter enters the battlefield, you may exile another target creature.<br />\nWhen Fiend Hunter leaves the battlefield, return the exiled card to the battlefield under its owner's control.\nDuel Decks: Sorin vs. Tibalt: Uncommon, Innistrad: Uncommon\n\nFigure of Destiny (1, (R/W)) 1/1\nCreature  — Kithkin\n{(r/w)}: Figure of Destiny becomes a 2/2 Kithkin Spirit.<br />\n{(r/w){(r/w){(r/w)}: If Figure of Destiny is a Spirit, it becomes a 4/4 Kithkin Spirit Warrior.<br />\n{(r/w){(r/w){(r/w){(r/w){(r/w){(r/w)}: If Figure of Destiny is a Warrior, it becomes an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike.\nPremium Deck Series: Fire and Lightning: Rare, Eventide: Rare\n\nFlametongue Kavu (4, 3R) 4/2\nCreature  — Kavu\nWhen Flametongue Kavu enters the battlefield, it deals 4 damage to target creature.\nCommander: Uncommon, Planechase: Uncommon, Duel Decks: Jace vs. Chandra: Uncommon, Planeshift: Uncommon\n\nFrontline Medic (3, 2W) 3/3\nCreature  — Human Cleric\nBattalion — Whenever Frontline Medic and at least two other creatures attack, creatures you control are indestructible this turn.<br />\nSacrifice Frontline Medic: Counter target spell with {X} in its mana cost unless its controller pays {3}.\nGatecrash: Rare\n\nGoblin Guide (1, R) 2/2\nCreature  — Goblin Scout\nHaste<br />\nWhenever Goblin Guide attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.\nZendikar: Rare\n\nGrand Abolisher (2, WW) 2/2\nCreature  — Human Cleric\nDuring your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.\nMagic 2012: Rare\n\nGrim Lavamancer (1, R) 1/1\nCreature  — Human Wizard\n{R}, {T}, Exile two cards from your graveyard: Grim Lavamancer deals 2 damage to target creature or player.\nMagic 2012: Rare, Premium Deck Series: Fire and Lightning: Rare, Torment: Rare\n\nHellrider (4, 2RR) 3/3\nCreature  — Devil\nHaste<br />\nWhenever a creature you control attacks, Hellrider deals 1 damage to defending player.\nDuel Decks: Sorin vs. Tibalt: Rare, Dark Ascension: Rare\n\nHero of Bladehold (4, 2WW) 3/4\nCreature  — Human Knight\nBattle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)<br />\nWhenever Hero of Bladehold attacks, put two 1/1 white Soldier creature tokens onto the battlefield tapped and attacking.\nMirrodin Besieged: Mythic Rare\n\nHero of Oxid Ridge (4, 2RR) 4/2\nCreature  — Human Knight\nHaste<br />\nBattle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)<br />\nWhenever Hero of Oxid Ridge attacks, creatures with power 1 or less can't block this turn.\nMirrodin Besieged: Mythic Rare\n\nIsamaru, Hound of Konda (1, W) 2/2\nLegendary Creature  — Hound\n\nChampions of Kamigawa: Rare\n\nKargan Dragonlord (2, RR) 2/2\nCreature  — Human Warrior\nLevel up {R} ({R}: Put a level counter on this. Level up only as a sorcery.)<br />\nLEVEL 4-7<br />\n4/4<br />\nFlying<br />\nLEVEL 8+<br />\n8/8<br />\nFlying, trample<br />\n{R}: Kargan Dragonlord gets +1/+0 until end of turn.\nRise of the Eldrazi: Mythic Rare\n\nLinvala, Keeper of Silence (4, 2WW) 3/4\nLegendary Creature  — Angel\nFlying<br />\nActivated abilities of creatures your opponents control can't be activated.\nRise of the Eldrazi: Mythic Rare\n\nMagus of the Moon (3, 2R) 2/2\nCreature  — Human Wizard\nNonbasic lands are Mountains.\nFuture Sight: Rare\n\nMangara of Corondor (3, 1WW) 1/1\nLegendary Creature  — Human Wizard\n{T}: Exile Mangara of Corondor and target permanent.\nTime Spiral: Rare\n\nManic Vandal (3, 2R) 2/2\nCreature  — Human Warrior\nWhen Manic Vandal enters the battlefield, destroy target artifact.\nMagic 2012: Common, Magic 2011: Common\n\nMirran Crusader (3, 1WW) 2/2\nCreature  — Human Knight\nDouble strike, protection from black and from green\nMirrodin Besieged: Rare\n\nMother of Runes (1, W) 1/1\nCreature  — Human Cleric\n{T}: Target creature you control gains protection from the color of your choice until end of turn.\nCommander: Uncommon, Urza's Legacy: Uncommon\n\nPorcelain Legionnaire (3, 2(W/P)) 3/1\nArtifact Creature  — Soldier\n({(w/p)} can be paid with either {W} or 2 life.)<br />\nFirst strike\nNew Phyrexia: Common\n\nRestoration Angel (4, 3W) 3/4\nCreature  — Angel\nFlash<br />\nFlying<br />\nWhen Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.\nAvacyn Restored: Rare\n\nSilverblade Paladin (3, 1WW) 2/2\nCreature  — Human Knight\nSoulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)<br />\nAs long as Silverblade Paladin is paired with another creature, both creatures have double strike.\nAvacyn Restored: Rare\n\nStoneforge Mystic (2, 1W) 1/2\nCreature  — Kor Artificer\nWhen Stoneforge Mystic enters the battlefield, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle your library.<br />\n{1}{W}, {T}: You may put an Equipment card from your hand onto the battlefield.\nWorldwake: Rare\n\nStudent of Warfare (1, W) 1/1\nCreature  — Human Knight\nLevel up {W} ({W}: Put a level counter on this. Level up only as a sorcery.)<br />\nLEVEL 2-6<br />\n3/3<br />\nFirst strike<br />\nLEVEL 7+<br />\n4/4<br />\nDouble strike\nRise of the Eldrazi: Rare\n\nThalia, Guardian of Thraben (2, 1W) 2/1\nLegendary Creature  — Human Soldier\nFirst strike<br />\nNoncreature spells cost {1} more to cast.\nDark Ascension: Rare\n\nThundermaw Hellkite (5, 3RR) 5/5\nCreature  — Dragon\nFlying<br />\nHaste (This creature can attack and {T} as soon as it comes under your control.)<br />\nWhen Thundermaw Hellkite enters the battlefield, it deals 1 damage to each creature with flying your opponents control. Tap those creatures.\nMagic 2013: Mythic Rare\n\nTruefire Paladin (2, RW) 2/2\nCreature  — Human Knight\nVigilance<br />\n{R}{W}: Truefire Paladin gets +2/+0 until end of turn.<br />\n{R}{W}: Truefire Paladin gains first strike until end of turn.\nGatecrash: Uncommon\n\nWar Priest of Thune (2, 1W) 2/2\nCreature  — Human Cleric\nWhen War Priest of Thune enters the battlefield, you may destroy target enchantment.\nMagic 2013: Uncommon, Magic 2011: Uncommon\n\nWeathered Wayfarer (1, W) 1/1\nCreature  — Human Nomad Cleric\n{W}, {T}: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Activate this ability only if an opponent controls more lands than you.\nNinth Edition: Rare, Onslaught: Rare\n\nArmageddon (4, 3W) \nSorcery\nDestroy all lands.\nMasters Edition IV: Rare, Masters Edition: Rare, Starter 1999: Rare, Classic (Sixth Edition): Rare, Portal Second Age: Rare, Portal: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nBonfire of the Damned (3, XXR) \nSorcery\nBonfire of the Damned deals X damage to target player and each creature he or she controls.<br />\nMiracle {X}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)\nAvacyn Restored: Mythic Rare\n\nMizzium Mortars (2, 1R) \nSorcery\nMizzium Mortars deals 4 damage to target creature you don't control.<br />\nOverload {3}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")\nReturn to Ravnica: Rare\n\nSteelshaper's Gift (1, W) \nSorcery\nSearch your library for an Equipment card, reveal that card, and put it into your hand. Then shuffle your library.\nFifth Dawn: Uncommon\n\nVandalblast (1, R) \nSorcery\nDestroy target artifact you don't control.<br />\nOverload {4}{R} (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")\nReturn to Ravnica: Uncommon\n\nWheel of Fortune (3, 2R) \nSorcery\nEach player discards his or her hand and draws seven cards.\nMasters Edition IV: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nWrath of God (4, 2WW) \nSorcery\nDestroy all creatures. They can't be regenerated.\nTenth Edition: Rare, Ninth Edition: Rare, Eighth Edition: Rare, Seventh Edition: Rare, Battle Royale: Rare, Classic (Sixth Edition): Rare, Portal: Rare, Fifth Edition: Rare, Fourth Edition: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nBlood Moon (3, 2R) \nEnchantment\nNonbasic lands are Mountains.\nNinth Edition: Rare, Eighth Edition: Rare, Chronicles: Rare, The Dark: Rare\n\nLand Tax (1, W) \nEnchantment\nAt the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, and put them into your hand. If you do, shuffle your library.\nMasters Edition III: Rare, Battle Royale: Uncommon, Fourth Edition: Rare, Legends: Uncommon\n\nStranglehold (4, 3R) \nEnchantment\nYour opponents can't search libraries.<br />\nIf an opponent would begin an extra turn, that player skips that turn instead.\nCommander: Rare\n\nArid Mesa (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Arid Mesa: Search your library for a Mountain or Plains card and put it onto the battlefield. Then shuffle your library.\nZendikar: Rare\n\nBloodstained Mire (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Bloodstained Mire: Search your library for a Swamp or Mountain card and put it onto the battlefield. Then shuffle your library.\nOnslaught: Rare\n\nCavern of Souls (0, ) \nLand\nAs Cavern of Souls enters the battlefield, choose a creature type.<br />\n{T}: Add {1} to your mana pool.<br />\n{T}: Add one mana of any color to your mana pool. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.\nAvacyn Restored: Rare\n\nClifftop Retreat (0, ) \nLand\nClifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.<br />\n{T}: Add {R} or {W} to your mana pool.\nInnistrad: Rare\n\nCommand Tower (0, ) \nLand\n{T}: Add to your mana pool one mana of any color in your commander's color identity.\nCommander's Arsenal: Common, Commander: Common\n\nDarksteel Citadel (0, ) \nArtifact Land\nDarksteel Citadel is indestructible. ("Destroy" effects and lethal damage don't destroy it.)<br />\n{T}: Add {1} to your mana pool.\nDuel Decks: Elspeth vs. Tezzeret: Common, Darksteel: Common\n\nDust Bowl (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{3}, {T}, Sacrifice a land: Destroy target nonbasic land.\nMercadian Masques: Rare\n\nFlagstones of Trokair (0, ) \nLegendary Land\n{T}: Add {W} to your mana pool.<br />\nWhen Flagstones of Trokair is put into a graveyard from the battlefield, you may search your library for a Plains card and put it onto the battlefield tapped. If you do, shuffle your library.\nTime Spiral: Rare\n\nFlooded Strand (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card and put it onto the battlefield. Then shuffle your library.\nOnslaught: Rare\n\nHomeward Path (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{T}: Each player gains control of all creatures he or she owns.\nCommander: Rare\n\nMarsh Flats (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Marsh Flats: Search your library for a Plains or Swamp card and put it onto the battlefield. Then shuffle your library.\nZendikar: Rare\n\nMishra's Factory (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{1}: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's still a land.<br />\n{T}: Target Assembly-Worker creature gets +1/+1 until end of turn.\nDuel Decks: Elspeth vs. Tezzeret: Uncommon, Masters Edition: Uncommon, Fourth Edition: Uncommon, Antiquities: Uncommon, Antiquities: Rare, Antiquities: Rare, Antiquities: Rare\n\nMutavault (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{1}: Mutavault becomes a 2/2 creature with all creature types until end of turn. It's still a land.\nMorningtide: Rare\n\nPlateau (0, ) \nLand  — Mountain Plains\n\nMasters Edition IV: Rare, Masters Edition III: Rare, Revised Edition: Rare, Unlimited Edition: Rare, Limited Edition Beta: Rare, Limited Edition Alpha: Rare\n\nRishadan Port (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{1}, {T}: Tap target land.\nMercadian Masques: Rare\n\nRugged Prairie (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{(r/w)}, {T}: Add {R}{R}, {R}{W}, or {W}{W} to your mana pool.\nEventide: Rare\n\nSacred Foundry (0, ) \nLand  — Mountain Plains\n({T}: Add {R} or {W} to your mana pool.)<br />\nAs Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped.\nGatecrash: Rare, Ravnica: City of Guilds: Rare\n\nScalding Tarn (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card and put it onto the battlefield. Then shuffle your library.\nZendikar: Rare\n\nSlayers' Stronghold (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.\nAvacyn Restored: Rare\n\nSunhome, Fortress of the Legion (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n{2}{R}{W}, {T}: Target creature gains double strike until end of turn.\nPlanechase: Uncommon, Ravnica: City of Guilds: Uncommon\n\nWasteland (0, ) \nLand\n{T}: Add {1} to your mana pool.<br />\n<br />\n{T}, Sacrifice Wasteland: Destroy target nonbasic land.\nTempest: Uncommon\n\nWindswept Heath (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Windswept Heath: Search your library for a Forest or Plains card and put it onto the battlefield. Then shuffle your library.\nOnslaught: Rare\n\nWooded Foothills (0, ) \nLand\n{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card and put it onto the battlefield. Then shuffle your library.\nOnslaught: Rare\n\nBoros Charm (2, RW) \nInstant\nChoose one — Boros Charm deals 4 damage to target player; or permanents you control are indestructible this turn; or target creature gains double strike until end of turn.\nGatecrash: Uncommon\n\nChaos Warp (3, 2R) \nInstant\nThe owner of target permanent shuffles it into his or her library, then reveals the top card of his or her library. If it's a permanent card, he or she puts it onto the battlefield.\nCommander's Arsenal: Rare, Commander: Rare\n\nDisenchant (2, 1W) \nInstant\nDestroy target artifact or enchantment.\nMasters Edition III: Common, Masters Edition II: Common, Time Spiral "Timeshifted": Special, Seventh Edition: Common, Starter 2000: Common, Battle Royale: Common, Mercadian Masques: Common, Classic (Sixth Edition): Common, Urza's Saga: Common, Tempest: Common, Fifth Edition: Common, Mirage: Common, Ice Age: Common, Fourth Edition: Common, Revised Edition: Common, Unlimited Edition: Common, Limited Edition Beta: Common, Limited Edition Alpha: Common\n\nEnlightened Tutor (1, W) \nInstant\nSearch your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.\nClassic (Sixth Edition): Uncommon, Mirage: Uncommon\n\nLightning Bolt (1, R) \nInstant\nLightning Bolt deals 3 damage to target creature or player.\nPremium Deck Series: Fire and Lightning: Common, Magic 2011: Common, Magic 2010: Common, Masters Edition: Common, Beatdown: Common, Fourth Edition: Common, Revised Edition: Common, Unlimited Edition: Common, Limited Edition Beta: Common, Limited Edition Alpha: Common\n\nLightning Helix (2, RW) \nInstant\nLightning Helix deals 3 damage to target creature or player and you gain 3 life.\nDuel Decks: Ajani vs. Nicol Bolas: Uncommon, Planechase: Uncommon, Ravnica: City of Guilds: Uncommon\n\nParch (2, 1R) \nInstant\nChoose one — Parch deals 2 damage to target creature or player; or Parch deals 4 damage to target blue creature.\nUrza's Legacy: Common\n\nPath to Exile (1, W) \nInstant\nExile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.\nDuel Decks: Venser vs. Koth: Uncommon, Commander: Uncommon, Archenemy: Uncommon, Conflux: Uncommon\n\nReturn to Dust (4, 2WW) \nInstant\nExile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.\nCommander: Uncommon, Time Spiral: Uncommon\n\nSwords to Plowshares (1, W) \nInstant\nExile target creature. Its controller gains life equal to its power.\nMasters Edition IV: Uncommon, Duel Decks: Elspeth vs. Tezzeret: Uncommon, Masters Edition II: Uncommon, Battle Royale: Uncommon, Ice Age: Uncommon, Fourth Edition: Uncommon, Revised Edition: Uncommon, Unlimited Edition: Uncommon, Limited Edition Beta: Uncommon, Limited Edition Alpha: Uncommon\n\nVolcanic Fallout (3, 1RR) \nInstant\nVolcanic Fallout can't be countered.<br />\nVolcanic Fallout deals 2 damage to each creature and each player.\nArchenemy: Uncommon, Conflux: Uncommon\n\nBoros Keyrune (3, 3) \nArtifact\n{T}: Add {R} or {W} to your mana pool.<br />\n{R}{W}: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn. (It deals both first-strike and regular combat damage.)\nGatecrash: Uncommon\n\nMox Diamond (0, 0) \nArtifact\nIf Mox Diamond would enter the battlefield, you may discard a land card instead. If you do, put Mox Diamond onto the battlefield. If you don't, put it into its owner's graveyard.<br />\n{T}: Add one mana of any color to your mana pool.\nFrom the Vault: Relics: Mythic Rare, Stronghold: Rare\n\nSunforger (3, 3) \nArtifact  — Equipment\nEquipped creature gets +4/+0.<br />\n{R}{W}, Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and cast that card without paying its mana cost. Then shuffle your library.<br />\nEquip {3}\nRavnica: City of Guilds: Rare\n\nSword of Fire and Ice (3, 3) \nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from red and from blue.<br />\nWhenever equipped creature deals combat damage to a player, Sword of Fire and Ice deals 2 damage to target creature or player and you draw a card.<br />\nEquip {2}\nDarksteel: Rare\n\nSword of War and Peace (3, 3) \nArtifact  — Equipment\nEquipped creature gets +2/+2 and has protection from red and from white.<br />\nWhenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in his or her hand and you gain 1 life for each card in your hand.<br />\nEquip {2}\nNew Phyrexia: Mythic Rare\n\nUmezawa's Jitte (2, 2) \nLegendary Artifact  — Equipment\nWhenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.<br />\nRemove a charge counter from Umezawa's Jitte: Choose one —  Equipped creature gets +2/+2 until end of turn; or target creature gets -1/-1 until end of turn; or you gain 2 life.<br />\nEquip {2}\nBetrayers of Kamigawa: Rare\n\nAjani Vengeant (4, 2RW) \nPlaneswalker  — Ajani\n+1: Target permanent doesn't untap during its controller's next untap step.<br />\n-2: Ajani Vengeant deals 3 damage to target creature or player and you gain 3 life.<br />\n-7: Destroy all lands target player controls.\nDuel Decks: Ajani vs. Nicol Bolas: Mythic Rare, Shards of Alara: Mythic Rare\n\nElspeth, Knight-Errant (4, 2WW) \nPlaneswalker  — Elspeth\n+1: Put a 1/1 white Soldier creature token onto the battlefield.<br />\n+1: Target creature gets +3/+3 and gains flying until end of turn.<br />\n-8: You get an emblem with "Artifacts, creatures, enchantments, and lands you control are indestructible."\nDuel Decks: Elspeth vs. Tezzeret: Mythic Rare, Shards of Alara: Mythic Rare\n\nGideon Jura (5, 3WW) \nPlaneswalker  — Gideon\n+2: During target opponent's next turn, creatures that player controls attack Gideon Jura if able.<br />\n-2: Destroy target tapped creature.<br />\n0: Until end of turn, Gideon Jura becomes a 6/6 Human Soldier creature that's still a planeswalker. Prevent all damage that would be dealt to him this turn.\nMagic 2012: Mythic Rare, Rise of the Eldrazi: Mythic Rare\n\n