Premium−70%Clash of Clans Commander Deck · 100 Card Proxy MTG EDH (Clash of Clans & Clash Royale)
SKU MTG-EDH-SUPERCELL-001
100% custom Clash of Clans and Clash Royale Magic proxy Commander deck: the village and the arena in one box. Elixir is a second resource that refills at your upkeep and is wiped at your end step — it pays for creatures only, at instant speed, on somebody else's turn, so nothing is ever saved. Every creature that connects puts a crown counter on that player, and Three Crowns! wins the game outright when one opponent reaches three. Three legendary Towers hold the board for free, and the four royals do not die: they sleep on counters and walk back tapped. Boros (red-white), Bracket 4, two infinite combos. Print Yourself at €30 (HD files, free delivery) or printed deck at €150.
Clash of Clans Commander Deck · 100 Proxy Cards · MTG EDH · The Village and the Arena
A fully custom Clash of Clans and Clash Royale Magic proxy Commander deck, ready to play straight out of the envelope: 100 proxy cards with original artworks, built on two games and one village. This is a Boros (red-white) deck led by the partner commanders Barbarian King, First Through the Wall and Archer Queen, One Shot From the Shadows.
Why Boros? Red is the deployment — goblins that die on the way, barbarians that go through the wall instead of around it, a hog rider who ignores everything you built and runs at the tower. White is the village — the walls, the clan, the healer behind the front line, the towers that shoot back on their own. There is no card in this deck that draws four cards and thinks about it: the whole game is spending a resource that is about to evaporate on units that are about to die, and Boros is the only pair that has never pretended otherwise.
Targeted power level: Bracket 4 — two infinite combos, an alternative win condition printed on a legendary enchantment, and a second mana system running on the opposite clock from the first.
Deck Strategy
The whole deck is one sentence: you are holding a bar of elixir that is gone at your end step, and everything you own is a way to spend it before it goes.
Elixir is the original mechanic, and the full rules text reads: Elixir {N} — you may cast this spell by removing N elixir counters from among permanents you control rather than paying its mana cost. Cast it only as though it had flash. Elixir Collector puts four counters on itself at the beginning of your upkeep and removes all of them at your end step; the Archer Queen and the Dark Elixir Drill do the same. The pool is use-it-or-lose-it, every single turn. It runs on the opposite clock from mana — mana rewards you for untapping into one big turn, elixir punishes you for saving anything — and it only ever buys deployment: creatures, at instant speed, on the opponent's turn. It cannot cast a spell and it cannot pay for an ability.
Crowns are how the deck ends the game. Both commanders and Three Crowns! read whenever a creature you control deals combat damage to a player, that player gets a crown counter, and Three Crowns! adds: at the beginning of your end step, if an opponent has three or more crown counters, you win the game. That is the arena's own victory condition and it asks the deck to do the one thing it is built to do — connect, three separate times, into a table that can see it coming. The Hog Rider hands out an extra crown on connection, Rocket hands one out on impact, and the King's Tower doubles every crown while it is untapped.
- The Towers — three legendary Artifact — Tower cards. The two Princess Towers tap to deal 2 damage to an attacking creature, the eastern one refilling your elixir when it does; the King's Tower enters tapped, never untaps in your untap step and only wakes up when a creature deals combat damage to you — after which your creatures get +1/+1 and every crown counts double. A Boros deck that can afford to be attacked is a Boros deck that gets to keep attacking.
- The heroes sleep — Barbarian King, Archer Queen, Grand Warden, Royal Champion and the Battle Machine never really die: they are exiled with two or three sleep counters, shed one at each of your upkeeps and return to the battlefield tapped, exactly as they do in the village.
- The cast — Mega Knight, Sparky, P.E.K.K.A, the Princess, the Electro Wizard, the Miner, the Golem, the Lava Hound, the Night Witch, the Bandit, the Magic Archer, the Mother Witch, the Fisherman, the Ram Rider, the Little Prince, the Goblin Machine and the Prince, over a floor of barbarians, archers, goblins, wall breakers, skeletons and three musketeers.
- The spell package is the card shop — Zap, Arrows, Fireball, Lightning and Rocket for burn and removal, Tornado and Freeze to break up a block, Earthquake to knock over defenders and enemy towers, Rage for haste and trample, Mirror to copy your own spell, and The Log, a legendary sorcery that rolls through everything on the ground and stops it blocking.
- Two infinite combos. Elixir Collector + Elixir Golem: the Collector refills to four elixir every upkeep, the Golem dies into two Elixir Blobs and each Blob that dies puts two more elixir counters on a permanent you control, while Wall Breakers cost Elixir {2} and sacrifice themselves for 4 damage and two counters back — a turn that starts with four elixir empties out as five or six creatures and hands part of the pool straight back. Three Crowns! + Rage + Hog Rider: crowns only come from creatures that connect, Rage gives the whole board haste and trample for one red mana, and elixir deploys more riders at instant speed — two hasty riders plus a commander is three separate combat-damage triggers in one turn, from what looked like an empty board.
Thirty-five lands, and they are the arenas rather than a mana base: Goblin Stadium, Bone Pit, Barbarian Bowl, P.E.K.K.A's Playhouse, Spell Valley, Builder's Workshop, Royal Arena, Frozen Peak, Jungle Arena, Hog Mountain, Electro Valley, Spooky Town, Rascal's Hideout, Serenity Peak, Miner's Mine, Executioner's Kitchen, Royal Crypt, Silent Sanctuary, Dragon Spa and The Boot Camp, over eight Mountains and seven Plains. Four tokens — Skeleton, Goblin, Minion and Elixir Blob — come in the box. Average mana value 3.37 on the printed costs, and a great deal lower in practice, because the creatures keep arriving for elixir instead.
Fan-made proxy — not intended for official tournaments
Clash of Clans Commander Deck · 100 Card Proxy MTG EDH (Clash of Clans & Clash Royale)
100% custom Clash of Clans and Clash Royale Magic proxy Commander deck: the village and the arena in one box. Elixir is a second resource that refills at your upkeep and is wiped at your end step — it pays for creatures only, at instant speed, on somebody else's turn, so nothing is ever saved. Every creature that connects puts a crown counter on that player, and Three Crowns! wins the game outright when one opponent reaches three. Three legendary Towers hold the board for free, and the four royals do not die: they sleep on counters and walk back tapped. Boros (red-white), Bracket 4, two infinite combos. Print Yourself at €30 (HD files, free delivery) or printed deck at €150.
Quantity
Clash of Clans Commander Deck · 100 Proxy Cards · MTG EDH · The Village and the Arena
A fully custom Clash of Clans and Clash Royale Magic proxy Commander deck, ready to play straight out of the envelope: 100 proxy cards with original artworks, built on two games and one village. This is a Boros (red-white) deck led by the partner commanders Barbarian King, First Through the Wall and Archer Queen, One Shot From the Shadows.
Why Boros? Red is the deployment — goblins that die on the way, barbarians that go through the wall instead of around it, a hog rider who ignores everything you built and runs at the tower. White is the village — the walls, the clan, the healer behind the front line, the towers that shoot back on their own. There is no card in this deck that draws four cards and thinks about it: the whole game is spending a resource that is about to evaporate on units that are about to die, and Boros is the only pair that has never pretended otherwise.
Targeted power level: Bracket 4 — two infinite combos, an alternative win condition printed on a legendary enchantment, and a second mana system running on the opposite clock from the first.
Deck Strategy
The whole deck is one sentence: you are holding a bar of elixir that is gone at your end step, and everything you own is a way to spend it before it goes.
Elixir is the original mechanic, and the full rules text reads: Elixir {N} — you may cast this spell by removing N elixir counters from among permanents you control rather than paying its mana cost. Cast it only as though it had flash. Elixir Collector puts four counters on itself at the beginning of your upkeep and removes all of them at your end step; the Archer Queen and the Dark Elixir Drill do the same. The pool is use-it-or-lose-it, every single turn. It runs on the opposite clock from mana — mana rewards you for untapping into one big turn, elixir punishes you for saving anything — and it only ever buys deployment: creatures, at instant speed, on the opponent's turn. It cannot cast a spell and it cannot pay for an ability.
Crowns are how the deck ends the game. Both commanders and Three Crowns! read whenever a creature you control deals combat damage to a player, that player gets a crown counter, and Three Crowns! adds: at the beginning of your end step, if an opponent has three or more crown counters, you win the game. That is the arena's own victory condition and it asks the deck to do the one thing it is built to do — connect, three separate times, into a table that can see it coming. The Hog Rider hands out an extra crown on connection, Rocket hands one out on impact, and the King's Tower doubles every crown while it is untapped.
- The Towers — three legendary Artifact — Tower cards. The two Princess Towers tap to deal 2 damage to an attacking creature, the eastern one refilling your elixir when it does; the King's Tower enters tapped, never untaps in your untap step and only wakes up when a creature deals combat damage to you — after which your creatures get +1/+1 and every crown counts double. A Boros deck that can afford to be attacked is a Boros deck that gets to keep attacking.
- The heroes sleep — Barbarian King, Archer Queen, Grand Warden, Royal Champion and the Battle Machine never really die: they are exiled with two or three sleep counters, shed one at each of your upkeeps and return to the battlefield tapped, exactly as they do in the village.
- The cast — Mega Knight, Sparky, P.E.K.K.A, the Princess, the Electro Wizard, the Miner, the Golem, the Lava Hound, the Night Witch, the Bandit, the Magic Archer, the Mother Witch, the Fisherman, the Ram Rider, the Little Prince, the Goblin Machine and the Prince, over a floor of barbarians, archers, goblins, wall breakers, skeletons and three musketeers.
- The spell package is the card shop — Zap, Arrows, Fireball, Lightning and Rocket for burn and removal, Tornado and Freeze to break up a block, Earthquake to knock over defenders and enemy towers, Rage for haste and trample, Mirror to copy your own spell, and The Log, a legendary sorcery that rolls through everything on the ground and stops it blocking.
- Two infinite combos. Elixir Collector + Elixir Golem: the Collector refills to four elixir every upkeep, the Golem dies into two Elixir Blobs and each Blob that dies puts two more elixir counters on a permanent you control, while Wall Breakers cost Elixir {2} and sacrifice themselves for 4 damage and two counters back — a turn that starts with four elixir empties out as five or six creatures and hands part of the pool straight back. Three Crowns! + Rage + Hog Rider: crowns only come from creatures that connect, Rage gives the whole board haste and trample for one red mana, and elixir deploys more riders at instant speed — two hasty riders plus a commander is three separate combat-damage triggers in one turn, from what looked like an empty board.
Thirty-five lands, and they are the arenas rather than a mana base: Goblin Stadium, Bone Pit, Barbarian Bowl, P.E.K.K.A's Playhouse, Spell Valley, Builder's Workshop, Royal Arena, Frozen Peak, Jungle Arena, Hog Mountain, Electro Valley, Spooky Town, Rascal's Hideout, Serenity Peak, Miner's Mine, Executioner's Kitchen, Royal Crypt, Silent Sanctuary, Dragon Spa and The Boot Camp, over eight Mountains and seven Plains. Four tokens — Skeleton, Goblin, Minion and Elixir Blob — come in the box. Average mana value 3.37 on the printed costs, and a great deal lower in practice, because the creatures keep arriving for elixir instead.
Fan-made proxy — not intended for official tournaments
All 91 Cards in the Clash of Clans Deck
Every card is also available individually as a single Magic proxy.
- Barbarian King, First Through the Wall
- Archer Queen, One Shot From the Shadows
- Grand Warden, the Eternal Tome
- Royal Champion, Spear and Shield
- Battle Machine, the Builder's Last Word
- Minion Prince, Dark Elixir Crown
- Mega Knight, He Lands On You
- Sparky, Charging
- Princess, From Across the Arena
- Electro Wizard, Two At Once
- Miner, He Comes Up Behind You
- P.E.K.K.A, Armour That Costs a Village
- Hog Rider, Straight For the Tower
- Golem, It Splits
- Lava Hound, It Dies Into Pups
- Night Witch, Bats Forever
- Bandit, Dash
- Magic Archer, Through Everything
- Mother Witch, Curse of the Hog
- Fisherman, the Hook
- Ram Rider, Snare
- The Little Prince, Guardienne
- Goblin Machine, Six Barrels
- The Prince, Charge
- Barbarian of the First Wave
- Archer of the Village
- Goblin Spear Party
- Giant, He Only Wants the Tower
- Wall Breakers
- Wizard of the Fire Spell
- Healer, She Follows the Front
- Dragon of the Second Army
- Baby Dragon
- Valkyrie, She Spins
- Skeleton Army
- Musketeer of the Arena
- Three Musketeers
- Mini P.E.K.K.A, Pancakes
- Royal Giant, He Brought a Cannon
- Elixir Golem, It Pays Them Back
- Balloon, It Only Goes Up
- Witch of the Graveyard
- Ice Golem, It Slows the Room
- Bowler, It Rolls Through
- Clan Castle Reinforcements
- Zap
- Arrows
- Fireball
- Rocket
- Lightning
- Tornado
- Rage
- Freeze
- Earthquake
- The Log, It Only Goes One Way
- Mirror, The Same Thing Again
- The King's Tower
- The Eastern Princess Tower
- The Western Princess Tower
- Three Crowns!
- The Arena
- Elixir Collector
- Dark Elixir Drill
- Inferno Tower
- The Builder's Hut
- Goblin Stadium
- Bone Pit
- Barbarian Bowl
- P.E.K.K.A's Playhouse
- Spell Valley
- Builder's Workshop
- Royal Arena
- Frozen Peak
- Jungle Arena
- Hog Mountain
- Electro Valley
- Spooky Town
- Rascal's Hideout
- Serenity Peak
- Miner's Mine
- Executioner's Kitchen
- Royal Crypt
- Silent Sanctuary
- Dragon Spa
- The Boot Camp
- Mountain
- Plains
- Skeleton
- Goblin
- Minion
- Elixir Blob