The Vision and Scarlet Witch art

Art by Tyler Walpole

Saved commander deck

The Vision and Scarlet Witch

Chain cheap red cantrips and spells to repeatedly trigger our commander, generating mana and +1/+1 counters to power a lethal storm finish or commander damage assault.

100 cards$853.05 totalSep 22, 20265 views

Prompt: The Vision and Scarlet Witch commander deck

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Commander

1 cards
The Vision and Scarlet Witch

The Vision and Scarlet Witch

{2}{R}{R}

Legendary Artifact Creature — Mutant Hero

Chosen commander for the requested strategy.

Ramp

10 cards
Sol Ring

Sol Ring

{1}

Artifact

Essential mana acceleration staple

Arcane Signet

Arcane Signet

{2}

Artifact

Efficient two-mana rock that taps for red

Ruby Medallion

Ruby Medallion

{2}

Artifact

Reduces the cost of red spells to enable explosive chains

Birgi, God of Storytelling // Harnfel, Horn of Bounty

Birgi, God of Storytelling // Harnfel, Horn of Bounty

{2}{R}

Legendary Creature — God // Legendary Artifact

Generates red mana on every spell cast alongside the commander

Runaway Steam-Kin

Runaway Steam-Kin

{1}{R}

Creature — Elemental

Stores counters from red spells and converts them into bursts of mana

Mind Stone

Mind Stone

{2}

Artifact

Mana rock that can be cashed in for card draw later

Thought Vessel

Thought Vessel

{2}

Artifact

Provides mana ramp and removes hand size limits during big storm turns

Fire Diamond

Fire Diamond

{2}

Artifact

Consistent two-mana red source

Jeska's Will

Jeska's Will

{2}{R}

Sorcery

Provides a massive ritual of red mana and impulse card advantage

Treasonous Ogre

Treasonous Ogre

{3}{R}

Creature — Ogre Shaman

Trades life directly for red mana to keep spell chains rolling

Card Draw

13 cards
Crimson Wisps

Crimson Wisps

{R}

Instant

One-mana cantrip that replaces itself, pays for itself, and gives haste

Expedite

Expedite

{R}

Instant

Instant-speed cantrip that refunds its own mana cost with the commander

Crash Through

Crash Through

{R}

Sorcery

One-mana cantrip that gives our huge commander trample

Warlord's Fury

Warlord's Fury

{R}

Sorcery

One-mana red cantrip that refunds its cost and grants evasion

Renegade Tactics

Renegade Tactics

{R}

Sorcery

Cheap cantrip that removes a blocker and refunds its mana

Overmaster

Overmaster

{R}

Sorcery

Cantrip that protects our next game-winning instant or sorcery

Reckless Impulse

Reckless Impulse

{1}{R}

Sorcery

Two-mana impulse draw to dig deeper into the deck

Wrenn's Resolve

Wrenn's Resolve

{1}{R}

Sorcery

Functional duplicate of Reckless Impulse to sustain card advantage

Light Up the Stage

Light Up the Stage

{2}{R}

Sorcery

Spectacle-costed impulse draw that is easily triggered in burn turns

Faithless Looting

Faithless Looting

{R}

Sorcery

Filters hand and stocks the graveyard for flashback and Underworld Breach

Wheel of Fortune

Wheel of Fortune

{2}{R}

Sorcery

Refills an empty hand with seven new cards during combo turns

Ignite the Future

Ignite the Future

{3}{R}

Sorcery

Impulse draw spell that can cast spells for free from flashback

Past in Flames

Past in Flames

{3}{R}

Sorcery

Grants flashback to all instants and sorceries in our graveyard

Removal

10 cards
Chaos Warp

Chaos Warp

{2}{R}

Instant

Flexible catch-all removal against any permanent type

Blasphemous Act

Blasphemous Act

{8}{R}

Sorcery

Premier red board wipe that usually costs a single red mana

Deflecting Swat

Deflecting Swat

{2}{R}

Instant

Free interaction spell to protect the commander from targeted removal

Bolt Bend

Bolt Bend

{3}{R}

Instant

Cheap redirection spell when controlling a high-power creature

Vandalblast

Vandalblast

{R}

Sorcery

One-sided artifact wipe that blows out opposing mana rocks and stax pieces

Abrade

Abrade

{1}{R}

Instant

Versatile answer to early utility creatures or problematic artifacts

Lightning Bolt

Lightning Bolt

{R}

Instant

Classic efficient burn spell that refunds its mana cost

Tibalt's Trickery

Tibalt's Trickery

{1}{R}

Instant

Red hard counterspell to stop game-ending enemy threats or wipes

Red Elemental Blast

Red Elemental Blast

{R}

Instant

Efficient counter or removal against blue spells and permanents

Pyroblast

Pyroblast

{R}

Instant

Additional redundancy for blue interaction and countermagic

Threats/Wincons

21 cards
Aetherflux Reservoir

Aetherflux Reservoir

{4}

Artifact

Gain massive life from storming off and laser down opponents for 50 damage

Grapeshot

Grapeshot

{1}{R}

Sorcery

Finisher that clears small boards or burns players directly after long chains

Guttersnipe

Guttersnipe

{2}{R}

Creature — Goblin Shaman

Deals two damage to each opponent on every noncreature spell

Electrostatic Field

Electrostatic Field

{1}{R}

Creature — Wall

Early defensive creature that pings opponents on instant and sorcery casts

Erebor Flamesmith

Erebor Flamesmith

{1}{R}

Creature — Dwarf Artificer

Consistent noncreature cast burn engine to drain the table

Kessig Flamebreather

Kessig Flamebreather

{1}{R}

Creature — Human Shaman

Low-cost creature that pings every opponent on noncreature cast

Fiery Inscription

Fiery Inscription

{2}{R}

Enchantment

Hard-to-remove enchantment that deals two damage per spell and gives card selection

Urabrask // The Great Work

Urabrask // The Great Work

{2}{R}{R}

Legendary Creature — Phyrexian Praetor // Enchantment — Saga

Pings, refunds mana, and flips into a wipe and free-casting saga

Storm-Kiln Artist

Storm-Kiln Artist

{3}{R}

Creature — Dwarf Shaman

Generates Treasure tokens on magecraft triggers to keep mana flowing

Young Pyromancer

Young Pyromancer

{1}{R}

Creature — Human Shaman

Creates an army of Elemental tokens with each spell cast

Chandra, Hope's Beacon

Chandra, Hope's Beacon

{4}{R}{R}

Legendary Planeswalker — Chandra

Copies the first spell cast each turn and adds burst mana

All Will Be One

All Will Be One

{3}{R}{R}

Enchantment

Converts +1/+1 counters placed on the commander into direct damage anywhere

The Ozolith

The Ozolith

{1}

Legendary Artifact

Preserves +1/+1 counters if our commander is removed

Kediss, Emberclaw Familiar

Kediss, Emberclaw Familiar

{1}{R}

Legendary Creature — Elemental Lizard

Spreads our giant commander's combat damage to all opponents at once

Chandra's Incinerator

Chandra's Incinerator

{5}{R}

Creature — Elemental

Translates noncombat player damage into creature removal and enters for one mana

Dualcaster Mage

Dualcaster Mage

{1}{R}{R}

Creature — Human Wizard

Combo threat with Twinflame to create infinite hasty tokens

Twinflame

Twinflame

{1}{R}

Sorcery

Cheap value copy spell that combos with Dualcaster Mage for the win

Aria of Flame

Aria of Flame

{2}{R}

Enchantment

Builds verse counters on each spell cast to quickly burn out the table

Sentinel Tower

Sentinel Tower

{4}

Artifact

Ramping damage output on every spell cast during storm sequences

Haze of Rage

Haze of Rage

{1}{R}

Sorcery

Storm spell with buyback that pumps the team and triggers infinite casts with mana loops

Underworld Breach

Underworld Breach

{1}{R}

Enchantment

Allows escaping cantrips and rituals from the yard to win on the spot

Utility

7 cards
Swiftfoot Boots

Swiftfoot Boots

{2}

Artifact — Equipment

Protects the commander with hexproof and grants immediate haste

Lightning Greaves

Lightning Greaves

{2}

Artifact — Equipment

Zero-equip protection and haste enabler

Shadowspear

Shadowspear

{1}

Legendary Artifact — Equipment

Gives lifelink and trample to our massive flying commander and removes hexproof

Bonus Round

Bonus Round

{1}{R}{R}

Sorcery

Doubles all instants and sorceries cast during storm turns

Grinning Ignus

Grinning Ignus

{2}{R}

Creature — Elemental

Bounces and recasts itself to trigger the commander endlessly for infinite counters

Reiterate

Reiterate

{1}{R}{R}

Instant

Buyback copy spell that combos with rituals for infinite mana and casts

Increasing Vengeance

Increasing Vengeance

{R}{R}

Instant

Efficient copy spell that doubles its effect when cast from the graveyard

Lands

38 cards
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Castle Embereth

Castle Embereth

Land

Mono-color utility land.

Mountain

Mountain 33x

Basic Land — Mountain

Basic land allocated from mana pip counts.