
A Kick in the Deck V2
Zethi, Arcane Blademaster Commander Deck
Zethi, Arcane Blademaster runs a spellslinger plan built on cheap instants. The deck fills its graveyard with one-mana cantrips, bounce, removal and protection, then casts Zethi with multikicker to exile those instants with kick counters. Every attack then replays free copies of all of them. Each copy is a cast spell, so a field of cast-trigger creatures turns every Zethi swing into a burst of tokens, anthem pumps, cards and cleared blockers. How it wins: Zethi's attack copies and a steady stream of cheap instants fuel token makers and team pumps until a wide board, often flying or swollen with counters, overwhelms opponents in combat. Key roles: - Instant suite for exile: Cheap cantrips and interaction are both the early game and the ammunition Zethi exiles and recasts on every attack, so a deep graveyard of one-mana instants matters most (Opt, Swords to Plowshares, Snap). - Cast-trigger token engines: Creatures that make a token for each instant or noncreature spell cast, multiplied by the free copies from Zethi's attack trigger (Talrand, Sky Summoner, Monastery Mentor, Murmuration). - Targeting payoffs and team pumps: Spells aimed at creatures, including Zethi's copied protection and bounce, grant counters and anthems that turn tokens into a lethal army (Stirring Hopesinger, Phalanx Leader, Leonin Lightscribe). - Copies and off-hand casting: Zethi's copies are cast from outside the hand, which draws cards, and the copy count inflates storm-like spells (Vega, the Watcher, Show of Confidence, Geralf, the Fleshwright). - Keeping Zethi attacking: Hexproof, indestructible and protection effects keep the commander alive and swinging, and many of them later become copied instants that shield the board (Swiftfoot Boots, Mithril Coat, Shore Up). - Cost reduction and untaps: Spell discounts and land-untapping instants let several instants be cast per turn and make re-kicking Zethi affordable (Baral, Chief of Compliance, Lyse Hext, Frantic Search).
A Kick in the Deck V2 decklist
- 15× Island
- 10× Plains
- Temple of Enlightenment
- Arcane Signet
- Command Tower
- Opt
- Run Away Together
- Azorius Charm
- Brainstorm
- Cloudshift
- Evolving Wilds
- Fleeting Distraction
- Frantic Search
- Sapphire Charm
- Sol Ring
- Snap
- Stave Off
- Swords to Plowshares
- Talrand, Sky Summoner
- Thought Vessel
- Thought Scour
- Vapor Snag
- Dramatic Reversal
- Azorius Chancery
- Exotic Orchard
- Swiftfoot Boots
- Jace's Sanctum
- Myriad Landscape
- Prairie Stream
- Curfew
- Sway of Illusion
- Skycloud Expanse
- Mystical Tutor
- Rapid Hybridization
- Port Town
- Docent of Perfection // Final Iteration
- Phalanx Leader
- Murmuring Mystic
- Baral, Chief of Compliance
- Azorius Signet
- Cyclonic Rift
- Talisman of Progress
- Twisted Image
- Glacial Fortress
- Hope Charm
- Monastery Mentor
- Windbrisk Heights
- Reinforcements
- Leap
- Spy Network
- Release to the Wind
- Sejiri Shelter // Sejiri Glacier
- Chilling Trap
- Vega, the Watcher
- Leonin Lightscribe
- Show of Confidence
- Blacksmith's Skill
- Consider
- Faithful Mending
- Fading Hope
- Shore Up
- Loran's Escape
- Mithril Coat
- Stroke of Midnight
- Bovine Intervention
- Geralf, the Fleshwright
- Murmuration
- Duty Beyond Death
- Protection Magic
- Ultimate Magic: Holy
- Hermes, Overseer of Elpis
- Lyse Hext
- Magic Damper
- Stirring Hopesinger
- Informed Inkwright
- Commander's Plate