UPDATE: Cut a lot of bullshit from the deck description, made a couple changes to the build.

Magus Lucea Kane's baseline is a 4-cost mana dork that gives us a +1/+1 counter every turn. That's not very exciting, but it does, at the very least, allow us ramp while utilizing our Hardened Scales effects. Her real power comes from her lingering Psychic Stimulus effect: After we tap Lucea for mana, our next X-cost spell or ability gets copied. As she was released in the same deck that keyworded Ravenous, we can assume this was intended to be used alongside big X-cost creatures to refill our hand, so that we feel a bit better about spending our whole turn to cast a single spell. We definitely use Ravenous creatures like this, although we're going to get a little silly with it.

Your X-cost spells, in addition to gaining value with Magus Kane's doubling effect, will also gain value by pumping up (X) as high as possible. Pumping (X) while utilizing Kane's Psychic Stimulus will often put your numbers in absurd territory.

Magus Kane is a high-threat target. We put a lot of effort into protecting her, but she can die, and she often does die. When Magus Kane dies, we shouldn't be afraid of casting our big X-cost spells anyway. If we've set up properly, assuming we've gotten at least one Psychic Stimulus off with Kane, we should consider ourselves in a comfortable spot, even if we have opponents threatening the board. Bearing in mind that we play heavy ramp, recasting Kane for six mana is an option. We can also to exploit our natural mana lead (again, assuming setup) to focus on a defensive spell-slinging playstyle. Unlike most builds, which can't necessarily exploit the mana flood of lategame 4-pod Commander, we instead gain increasing value from it at a per-card level. The more we can slow our opponents, the longer we have to build, the more tempo we can generate.

While a Storm build would seek to exploit a mana flood by casting its entire deck in a single turn,, we instead want to dump an efficient quantity of mana into One Big Spell, while keeping a comfortable amount of mana pocketed to protect our board and advance our lead. The Tempo gameplan centralizes around maximizing the value of each spell we cast, while attempting to cast spells that net us multiple vectors of value. Hugs, Grisly Guardian is an excellent example of this: he's a great body on the board, he builds our mana lead, and he also grants us a big Impulse X that persists through our next untap.

Without access to restricted cards like Jeweled Lotus and Dockside Extortionist, we instead turn to our low-cost Green ramp package for mana generation. This is fine, because it slots cleanly in with our simic counters package. We want to ramp on turns 1-2, untap with Kane, and begin building value.

Value grinding alone isn't enough to win a game. Happily, our kill-threat increases beautifully with every bit of value we're able to gain. We cast big spells. We conquer worlds. We tempo out. I hope you like the build.

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91% Casual

Competitive

Date added 1 month
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

43 - 0 Rares

13 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.35
Tokens Beast 3/3 G, Copy Clone, Forest Dryad 1/1 G, Pest 1/1 BG, Treasure
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