
At the beginning of combat on your turn, if you've cast an instant or sorcery spell this turn, create an X/X blue and red Elemental creature token with flying and haste, where X is the greatest mana value among instant and sorcery spells you've cast this turn.
Cast a big instant or sorcery before combat each turn, then attack with an X/X flying haste Elemental whose power equals the largest spell you cast. You play a tempo-spellslinger game, churning cantrips and burn early before deploying expensive bombs to make huge evasive beaters that close games fast.
Lean into cheap, high-impact instants and sorceries with strong card advantage (Mystic Remora, Rhystic Study, Archmage Emeritus) so you always have gas before combat. Add ritual mana (Jeska's Will, Mana Geyser) and copy effects (Thousand-Year Storm, Underworld Breach) to enable explosive X-spell turns, and include protection like Heroic Intervention or a counterspell suite to shield your tempo. Top-end finishers such as Expropriate or a massive Fireball both make giant tokens and threaten the table directly.
Seeded from a single deck — rates appear once more public decks exist.
→ Infinite ETB, Infinite LTB, Infinite combat damage
Combos via Commander Spellbook.
Same color identity (RU), by popularity.