
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Cast a high volume of cheap instants and sorceries to trigger Magecraft multiple times each turn, looting into more gas, pinging the table for 2 on the second cast, and ramping into on the third. Hold red mana across phases to chain spells, copy effects, and eventually loop a big damage spell or storm count to close the game.
Add fast mana and rituals (Mana Geyser, Pyretic Ritual, Desperate Ritual) to enable single-turn storm kills, plus copy enablers like Twinning Staff and Increasing Vengeance to multiply triggers. Include recursion (Underworld Breach, Past in Flames) and a closing payoff (Aetherflux Reservoir, Grapeshot) so your chains end the game. Round out with cantrips and protection like Pyroblast to keep Ashling and your engine safe.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite untap of creatures you control, Infinite mana creatures you control can produce, Infinite combat phases
→ Infinite ETB, Infinite combat phases, Infinite red mana
Combos via Commander Spellbook.
Same color identity (R), by popularity.