Do you have any suggestions for Jeska, Thrice Reborn + Kediss, Emberclaw Familiar? I want to use Threaten effects to steal enemy commanders, then use pump spells or double strike to KO people with their own commanders
Sounds hilarious! I'll generally assume you're covered on the grounds of Threaten effects and doubling spells, but I'll just mention one of each that's easy to miss.
While it's very expensive to do in one turn, 2 mana for double strike at instant speed is pretty much already on rate, and then you get a repeatable doubler on the back, with the dream of spending 7 mana to quadruple the power of something all in one turn.
For one mana more than a normal threaten effect, you get the opportunity to try again if you fall short of killing people! If your opponents don't want you to do it again, they can then spend extra effort killing your opponent's commander, I guess, all the better for you!
Do these fall in the same category as power doublers? I don't know, but here they are, extra combat steps for another round, ones that are cheaper with what you're planning to do.
If your plan is gonna work at all, you need some evasion to get damage to the opponents' faces. Because of how trample interacts with the damage tripling from Jeska, you'll likely want to avoid being blocked as much as possible even if you have trample, since you'd assign damage before it gets tripled. In short, trample still means whatever block blocks with triple its toughness.
The focus for these is mostly how little mana you need to grant the evasion, all costing one mana or less to avoid taking two much mana away from the pump spells. Can also have some more passive stuff, but that'll take more setup time.
Cheap pump spells are also valuable, and can't do much cheaper than 0 mana for +3/+2 on the turn you go off! Between Jeska's Tripling and a single doubling effect, it'll make any commander into a lethal threat for the low cost of 3 mana any earlier in the game.
Note: if you do not control the permanent when Grafted Wargear gets unattached, the sacrifice trigger will do nothing. However, if you fail to kill someone after threatening their commander and you have any other creatures around, you can just move the wargear to avoid giving it back.
In keeping with the spirit of the deck, have a plan B! If your opponents do not want to deploy good creatures for you to steal or hit each other with, you can do that yourself and pass them around!
Finally, some more incentivizing stuff to get your opponents to hit each other rather than you while you're setting up your stuff in your corner. Though be warned: the two curses can focus a LOT of aggro on one player and make them feel like they aren't really participating in the game as they get incidentally attacked anytime it's at all possible.
















