Hello, my dears! How are you? My name is Fogaça and I'm here again to talk about Commander. When we did our analysis on Eldraine, I talked about [card](Chulane, Teller of Tales), and its possibilities; [link](https://cardsrealm.com/articles/o-commander-com-eldraine-01---chulane-teller-of-tales)(in that same article), I mentioned that our druid could fit into a [card](Food Chain) strategy, but I didn't go into details about this particular archetype. Today, therefore, we will have the long-awaited Food Chain dissertation, and, for that, we will speak of its most oppressive commander: [card](The First Sliver). [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-the-first-sliver-200.jpg) *INITIAL CONCEPTIONS* I know I may be letting a good point pass, but in this analysis we will comment only on [card](Food Chain) classic, leaving [card](Chulane, Teller of Tales) for another time. The combo we're talking about here involves exiling [card](Misthollow Griffin), [card](Eternal Scourge) or [card](Squee, the Immortal), with the enchantment used, to conjure them again from exile and enable infinite mana - the general chosen will serve to be conjured and exiled to successively benefit from its cascade effect. We can look back at how this sliver became oppressive and why its fellow archetypes fell out of favor. We will start by quoting [card](General Tazri), a five-color commander with the ability to search for an ally when entering the field - his effect was sufficient when there was only him as an option (tutoring only allies reduced options from wincons to cards like [card](Kalastria Healer) or similar, being somewhat restrictive). With the advent of War of the Spark, we had a solution to Tazri's restriction problem: [card](Niv-Mizzet Reborn) now gave us the option to fetch multicolored cards instead of allies, which increased the commander's possibilities as a resource in itself, but it still made the construction somewhat restrictive, as we should place many two-color cards to fill in the gaps left by monocolored staples. By launching the Modern Horizons collection, Wizards solved the problems of [card](Food Chain) players by creating a commander that enabled almost unrestrictive construction while being a recursion piece by itself. [image](https://cardsrealm.com/images/cartas/en/mmq-mercadian-masques-food-chain-246.jpg) *DECK CONSTRUCTION* Now that we know the potential of the chosen fractius, as well as the combo used, we must wonder how successive field entries can add up to the ability to cast any spell of cost 4 or less without paying its mana cost. The solution of this equation is based on the use of effects such as [card](Corpse Knight), [card](Purphoros, God of the Forge), [card](Goblin Bombardment) and [card](Impact Tremors), adding value with infinite ETB effects from our cascade machine. If we know how to finish the game, we will need to know how to get the necessary pieces to do so. This archetype is peculiar from the point where we can exile pieces from our combo without remorse, which can be cast from exile - this also gives us the advantage of using effects that exile cards from our library as tutors; [card](Manipulate Fate) becomes a tutor and filter to remove and to give access to creatures that will be combined with [card](Food Chain) as well as forbidden tutors ([card](Demonic Consultation) and [card](Tainted Pact)) become 2 to 1 effects when you remove the mana pieces and grant us access to the coveted enchantment. In addition to the good use of the mentioned tutors, added to the potential of [card](The First Sliver) ability, is the ability to use [card](Jace, Mystery Manipulator) as a kill condition without the slightest shame. [deck](10738) Everything else is based on individual value cards that can add both speed and consistency to our combo, which turns out to be one of the format's most resilient combos. *CONCLUSION* Thus, after analyzing the arguments, it can be concluded that decks evolve over time. Even though there is a somewhat restricting commander today, we can put faith in the support that WotC gives us; Commander is one of the main products for Magic - the game company looks kindly at us format players and gradually allows the meta defects to be fixed. This is all for today. Thanks to everyone who has been following this series of articles and I ask you always to leave your feedback so we can keep improving. [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)(To follow us on YouTube, visit my channels link). Until next time, my dears!
Hello, players! Welcome to our *Magic on Budget* series, where we take strong decks in the metagame and make them more accessible, but still good! The Mythic Championship V top 8 featured four versions of Food deck, while the *Mythic Championship VI* featured six versions of Food, with *Ondrej Stráský* winning MC VI in a Simic Food mirror match at grand finals. [deck](18590) [card](Oko, Thief of Crowns) has been stealing the spotlight, making the mechanics of Food decks really strong. And albeit the finals were a mirror match of Simic Food, without this planeswalker the best option would be to use variations of *Sultai Food* - which was one of the Food decks that presented better results: [deck](18938) One of the deck's main interactions is between [card](Cauldron Familiar) and [card](Witch's Oven), as we can sacrifice the cat to generate a Food token and then use the food to return the cat to the battlefield, using it as a blocker to creatures without trample, on top of both giving us 1 life point and dealing 1 damage to our opponents. As basic cards for our strategy, we'll keep 4 copies of each. *Besides them, we have other cards to generate or take advantage of Food:* [card](Gilded Goose) is a 0/2 creature with flying and only 1 green mana cost that already creates a Food token by entering the battlefield. We can either tap it at the cost of sacrificing 1 Food to generate mana of any color (being used as a ramp) or tap it at the cost of 1 green and 1 generic mana to create a Food token (thus being a great Food generator). Despite its versatility, we will use only 3 copies instead of 4. We'll add 4 copies of [card](Savvy Hunter), a creature that creates a Food token when it attacks or blocks. It also allows us to sacrifice 2 Foods to draw a card. We will also add 1 copy of [card](Feasting Troll King), a 7/6 creature with vigilance and trample that creates 3 Food tokens when entering the battlefield being cast from our hand. During our turn we can also sacrifice 3 Foods to return [card](Feasting Troll King) from our graveyard to our field. All 4 copies of [card](Trail of Crumbs) are kept - an enchantment that also creates a Food token when entering the battlefield. Whenever we sacrifice a Food, we may pay 1 generic mana to look at the top two cards of our library and place a permanent from among them in our hand, putting the remaining cards into the bottom of our library in any order. Furthermore, we will add 4 copies of [card](Giant Opportunity), a sorcery that allows us to sacrifice 2 Foods to create a 7/7 green Giant creature token. Otherwise (if we don't have 2 Foods or if we think it's not worth it), it creates 3 Food tokens. [card](Gingerbread Cabin) is a land that enters the battlefield tapped unless we control three or more forests (not including itself), but it generates a Food token if it enters untapped. We'll add 4 copies of it. We'll increase [card](Wicked Wolf) copies from 2 to 4. This card is a wolf that fights up to one target creature we don't control upon entering the field. We can also sacrifice a Food so that it gets a +1/+1 counter, in doing so it will be tapped and will gain indestructible until end of the turn. *Besides the Food side of the deck, we have the control one:* We will add 4 copies of [card](Mystical Dispute), an instant that counters target spell unless its controller pays 3 generic mana, and if the target is a blue spell we will only pay 1 blue mana to cast it. In addition, we'll also put 4 copies of [card](Frilled Mystic), a creature with flash that may counter a target spell when entering the battlefield. Finally, we will add 2 copies of [card](Casualties of War), a sorcery that allows us to destroy a target artifact, creature, enchantment, land and planeswalker - but only 1 of each. *Here's our final list:* [deck](18937) In short, our strategy is to use the interaction between [card](Cauldron Familiar) and [card](Witch's Oven) to keep us alive as we shorten our opponent's life, create a lot of Food tokens (which may also help in our survivability) so we can "feed" our creatures to activate their abilities and we use the control side of the deck to address our opponent's main threats. I hope you enjoyed this deck and see you soon!
What's up, players? How are you? Today we will explore the uncharted jungle that is the Pioneer format, so put on your Indiana Jones fedora and let's go! In this article I bring you a combo deck... *Four Color Ascendancy.* Many of you might already be asking: - But a 4-colored deck in Pioneer? Does it even work? Don't fret, in this deck we absolutely can organize our mana, so on we go. [image](https://cardsrealm.com/images/cartas/en/ktk-khans-of-tarkir-jeskai-ascendancy-180.jpg) *DECK GOAL* Four Color Ascendancy requires 2 cards to set up its combo, [card](Jeskai Ascendancy) on the battlefield and [card](Sylvan Awakening) to transform our lands into creatures. After that, we'll need a cost 1 spell to actually start the combo. Our land-creatures will untap and get +1/+1 until end of turn. In addition to having a large mana pool, we can still grant some kind of evasion ability to our creatures, often dealing over 20 damage points to our opponents. With the cards we have in our possession, we can probably play our combo in the 4th or 5th turn with ease (not so much if you're playing against a control deck). [image](https://cardsrealm.com/images/cartas/en/dom-dominaria-sylvan-awakening-183.jpg) *DECK BUILDING* There are several ways we can build this deck. We can focus on using only non-creature spells or maybe taking out some of these spells and using creatures that help with our mana base. I prefer going with creatures because they give us the consistency we need in our combo. [card](Sylvan Caryatid) and [card](Paradise Druid) help us with our mana base, on top of having hexproof (giving them evasion against removals). [card](Rosethorn Acolyte) also helps with our mana base. [card](Attune with Aether), besides searching for basic lands, gives us 2 energy counters we can use with [card](Aether Hub), making it both very important cards on the deck. [card](Commune with the Gods) let us look and pick 1 enchantment (or creature) among the top 5 cards of our library, so we can search for [card](Jeskai Ascendancy) - which is crucial to our combo. After that, we put the 4 remaining cards in the graveyard, which in turn can help us cast [card](Dig Through Time) and [card](Treasure Cruise), because both have delve (for each generic mana in their total cost, we may exile a card from our graveyard rather than pay that mana). Another card that helps us with searching our library and also filling our graveyard is [card](Strategic Planning). And we have cards that give the creatures evasion abilites. [card](Crash Through) gives trample and [card](Slip Through Space) makes target creature unblockable for a turn. In addition to evasion, these two cards guarantee a draw. Mana base is a little tricky, but [card](Aether Hub) and [card](Mana Confluence) are the main cards that help with that. Shock lands also aid a lot, especially [card](Breeding Pool), [card](Stomping Ground) and [card](Temple Garden). We also have assistance from [card](Unbridled Growth) - and it only costs 1 green mana. Below I present you with two decks, one with creatures and another with only spells. *Creature-focused deck* [deck](18534) *Spell-focused deck* [deck](17611) *CARD SUBSTITUTION* Yes, we can try to budget our deck or even adapt it if we don't have all the cards in the combo. However, some things cannot be removed: [card](Jeskai Ascendancy) is the main deck card, [card](Aether Hub) is cheap, [card](Breeding Pool) is a major shock land, [card](Sylvan Caryatid) avoids most of removals from the Pioneer format. Therefore, these 4 cards are a must. [card](Botanical Sanctum) can be replaced by [card](Hinterland Harbor). [card](Mana Confluence) can be replaced by shock lands like [card](Stomping Ground) and [card](Temple Garden). Finally, [card](Sylvan Awakening) can be replaced with [card](Elemental Uprising). Unfortunately it only transforms a single land (instead of all of our lands), so we'll need to rely a lot on our evasion spells. *Deck with the substitutions* [deck](18535) *CONCLUSION* Ou combo is fast and consistent, but suffers against control decks and sideboard cards that can destroy enchantments or permanents like [card](Abrupt Decay) and [card](Assassin's Trophy). Against that we can switch to a more aggressive strategy with [card](Saheeli, Sublime Artificer), placing 1/1 creature tokens to attack and block. However, the deck is very fun, and so is its combo (unlike those strategies that take hours to kill the opponent) - so you'll love playing with this deck. [image](https://cardsrealm.com/images/cartas/en/war-war-of-the-spark-saheeli-sublime-artificer-234.jpg) That's all for today, I hope you enjoyed the article and that you understood the deck. Please leave your feedback for improvement. See you guys later!