A planned brew · Upper Bracket 3

The furnace
below.

Smaug the Impenetrable

Burn your own dragon. Bank the damage.
Make the last spell count.

An indestructible commander turns noncombat damage into Treasure. Sweep the battlefield, keep the dragon, and spend the hoard on a decisive late-game turn.

Rakdos · {B}{R}Self-damage / controlPublic preview · Planned list
Close-up of Smaug’s glowing eye and scaled face
THE DRAGON KEEPS THE GOLD.Smaug the Impenetrable · Art by Marta Nael

01 / The blueprint

Built to reach
the seventh mana.

Smaug costs seven. The mana comes first; the Treasure comes after. The Command Zone template anchors a list with extra ramp, draw, and overlapping damage answers.

38Dedicated lands
15Persistent ramp slots
2.98Nonland average mana value
3Game Changers

Printed nonland curve

Including the commander. X spells and kicked Chalice need more mana than their printed value suggests.

10
91
192
133
104
65
46+

Game Changers: The One Ring · Jeska's Will · Ancient Tomb. Bracket is a table expectation, not a predicted win rate.

02 / Turn heat into gold

Three steps.
One very large dragon.

The damage must actually reach Smaug. Preventing it also prevents the Treasure. Protection and indestructible do different jobs.

01

Light the furnace.

Resolve Smaug with a protection line available. Build from lands and permanent ramp; do not keep a hand on the promise of future Treasure.

Arcane Signet · Coalition Relic · Kaya’s Ghostform

02

Damage the dragon.

Attach Pain for All before the damage event if you want that damage reflected. Cut Propulsion makes Smaug hit itself. Blasphemous Act burns the whole board. Indestructible keeps Smaug through lethal damage; its trigger creates the hoard afterward.

Cut Propulsion · Blasphemous Act · Starstorm

03

Spend with intent.

Pain for All reflects the damage to every opponent. Treasure can pay for a follow-up spell, but cannot pay the cost of the spell that created it.

Pain for All · Crackle with Power · Exsanguinate

03 / The burn ledger

Count the damage.
Then count it again.

Explore one spell with Smaug already in play. Compare the mana you pay now, the Treasure created afterward, and the damage each opponent receives.

All permanents start undamaged. Self-Destruct targets opponent one; Crackle targets Smaug and all three opponents. We choose to resolve Treasure triggers before Pain for All. Other reflectors, Ashnod’s Intervention’s +2 power, other buffs, removal, and prevention are outside this model.

The arithmetic, without a calculator

Two lines worth knowing.

The spark / 3 mana

Cut Propulsion + Pain for All

An unmodified 8-power Smaug has flying, so Cut Propulsion makes it deal 16 damage to itself. Smaug survives and makes 16 Treasures; Pain for All makes Smaug deal 16 to each opponent.

No equipment or multiplier assumed. The Treasures arrive after the spell resolves.

The finish / 14 mana already available

Crackle at X = 4 + Pain for All

Target Smaug and all three opponents. Crackle deals 20 to each target. Smaug creates 20 Treasures, and Pain for All adds another 20 to each opponent: 40 damage each.

Without Pain for All, this is only 20 damage each. The new Treasures cannot pay the initial 14 mana.

04 / At the table

Keep a plan.
Leave room to recover.

These are decision rules, not a promise of a particular winning turn. Opponents can respond to the damage spell and the Treasure trigger.

01

An engine beneath the mountain

Smaug is the engine: an indestructible, hasty 8/7 that turns noncombat damage into Treasure. Build independent mana before casting it, then convert a finite damage spell into cards, protection, or a finish. The intended pace is substantial turns around turn seven and beyond; powerful opening hands can accelerate that. Explain the explosive damage turns before playing with a new table.

Cards: Smaug the Impenetrable · Pain for All · Cut Propulsion

02

Opening hands: the road to seven mana

Prefer three lands, early ramp, and card access or useful interaction. A two-land hand needs a credible early route to more resources.

Keep: Mountain, Swamp, Command Tower, Arcane Signet, Night's Whisper, Self-Destruct, and Chaos Warp. Early ramp and draw develop the mana; interaction and a damage spell give it direction.

Mulligan: Mountain, Swamp, Pain for All, Fiery Emancipation, Star of Extinction, Crackle with Power, and Stinging Study. Its expensive spells cannot find the missing mana.

Cards: Arcane Signet · Night's Whisper · Self-Destruct · Stinging Study

03

Feed the furnace first

Develop lands and rocks before spending a turn on damage payoffs. Chandra can bridge toward Smaug with two red mana. Wrenn's Resolve needs enough time and mana to use its cards by the end of your next turn. Black Market Connections costs three life for a card and a Treasure, or six for all three modes; choose only what the turn needs. Chandra's exile ability can cast its card during resolution, but cannot play an exiled land.

Cards: Chandra, Torch of Defiance · Wrenn's Resolve · Black Market Connections · Coalition Relic

04

Find the signature Aura

Pain for All is a signature engine piece, so the list includes two deliberate routes to it. With Dimir Machinations in hand, pay {1}{B}{B} and discard it to transmute at sorcery timing. Search for a card with mana value three and put it into your hand: usually Pain for All, or Cut Propulsion or Fire Covenant when Pain is already available. Transmute is an activated ability, not casting Machinations; you still need {2}{R} to cast Pain.

Beseech the Mirror costs {1}{B}{B}{B}. Sacrifice a Treasure or another artifact, enchantment, or token as its optional bargain cost, then find Pain and cast it without paying its mana cost during Beseech's resolution. A Treasure used for bargain cannot also pay mana. You need a legal creature you control to enchant, ideally Smaug. Without bargain, or if you choose not to cast the card, it goes to your hand.

Develop mana before tutoring just to complete a pretty hand. Once Smaug is ready, find and attach Pain before the damage event. These tutors improve selection rather than raw card advantage; if Pain is in the graveyard, neither retrieves it. Beseech can instead find a draw engine, protection or an answer, and Machinations can find another three-mana tool.

Cards: Pain for All · Dimir Machinations · Beseech the Mirror · Cut Propulsion · Fire Covenant

05

Make the first wound count

Both Cut Propulsion and Self-Destruct are instants. Cut Propulsion makes the flying, eight-power Smaug deal sixteen damage to itself: sixteen Treasure from a three-mana spell. Self-Destruct normally produces eight Treasure while dealing eight to another target. Attach Pain for All before the damage event if you want that damage reflected. Prefer casting Smaug with protection or a cheap damage spell still available. Treasure arrives through a trigger after damage; it cannot pay the spell's upfront cost, and opponents can respond before the damage or while the trigger is waiting.

Cards: Cut Propulsion · Self-Destruct · Swiftfoot Boots · Deflecting Swat

06

Gold needs something to buy

Smaug makes mana, not cards. Establish draw before the commander when possible. Smaug, Wicked Worm draws one card and loses you one life for each spell cast using Treasure mana, regardless of how many Treasures paid for it. That trigger is mandatory, and its entry Treasures arrive tapped. Virtue of Courage offers optional card access after noncombat damage to opponents; use only as much as you can play that turn. Cast vulnerable value creatures after sweeping when possible, and preserve resources for recovery if the first attempt fails.

Cards: Smaug, Wicked Worm · Virtue of Courage · The One Ring · Professional Face-Breaker

07

Let the wound refill your life

Lifelink applies when Smaug is the damage source, including damage it deals to itself. With Basilisk Collar attached to an eight-power Smaug, Cut Propulsion gains sixteen life; Self-Destruct normally gains sixteen across its two damage events. Shadowspear raises Smaug to nine power, so either spell gains eighteen instead before any Pain reflection. Pain for All also has Smaug deal the reflected damage. Lifelink on Smaug does not grant lifelink to Blasphemous Act or Starstorm. Exsanguinate for X=8 costs ten mana and can gain twenty-four life against three opponents, making it useful before it is lethal.

Cards: Basilisk Collar · Shadowspear · Cut Propulsion · Exsanguinate

08

Turn a sweep into an attack

Pain for All plus Cut Propulsion deals sixteen to each opponent and makes sixteen Treasure; it usually sets up a finish rather than killing everyone from forty. With Wrathful Red Dragon and Smaug present, Blasphemous Act produces two directed thirteen-damage triggers and thirteen Treasure. Wrathful dying does not erase its triggers. Its targets cannot be Dragons. Brash Taunter and Barbed Servitor offer damage payoffs when Smaug is unavailable.

Cards: Pain for All · Wrathful Red Dragon · Blasphemous Act · Brash Taunter · Barbed Servitor

09

Check the lethal number

With Pain for All on Smaug, Crackle with Power at X=4 costs fourteen mana. Target Smaug and three opponents: twenty direct damage plus twenty reflected damage hits each opponent, while Smaug produces twenty Treasure. Without reflection, X=3 costs eleven for fifteen damage to three targets; forty damage requires X=8 and twenty-six mana. Count life totals, legal targets, prevention, and available mana before committing the hoard.

Cards: Pain for All · Crackle with Power · Smaug the Impenetrable

10

Know whose damage grows

Fiery Emancipation triples damage from our sources, including damage to our own Smaug and ourselves. With Pain for All and Cut Propulsion, sixteen becomes forty-eight damage to Smaug, then the separate reflected event becomes 144 to each opponent. Torbran only increases red damage to opponents and their permanents, so it makes no extra Smaug Treasure. Exsanguinate and Barbed Servitor cause life loss, not damage; neither multiplier changes that loss.

When both multipliers apply, the affected opponent chooses their order; triple then add two deals the least damage. A sweep can kill Torbran before Pain for All resolves, removing his bonus from that later reflection.

Cards: Fiery Emancipation · Torbran, Thane of Red Fell · Pain for All · Barbed Servitor · Exsanguinate

11

The source matters

Chandra's Ignition targeting Smaug makes it damage other creatures and opponents: it never hits Smaug and produces no Treasure. Pain for All's entry trigger targets something other than its enchanted creature. Damage from abilities is noncombat damage even during combat; only combat damage contributes to the commander-damage total. Damage dealt to Smaug creates the Treasure trigger even if Smaug leaves afterward, but removing Smaug before the damage prevents that event.

Pay Fire Covenant's X life as an additional cost before opponents can respond. Countering it or preventing the damage does not refund that life. Lifelink on Smaug does not give Fire Covenant lifelink.

Cards: Chandra's Ignition · Pain for All · Smaug the Impenetrable · Fire Covenant

12

Bring the Dragon back

Kaya's Ghostform returns Smaug after death or exile if it stays in that zone for the trigger. Ashnod's Intervention must resolve before death or exile and returns it to hand instead: recasting costs seven without commander tax. Moving Smaug to the command zone defeats either return. Reanimate costs seven life and needs Smaug in the graveyard. Command Beacon retrieves it from the command zone to hand. A returned Smaug is a new object; Equipment must be equipped again and old Auras are gone.

Cards: Kaya's Ghostform · Ashnod's Intervention · Reanimate · Command Beacon

13

Where the armor opens

Indestructible does not stop exile, bounce, sacrifice, or enough toughness reduction. Cavern of Souls naming Dragon protects Dragon spells from counters when its colored mana is used; it cannot stop later removal or supply colored mana for other spells. Tibalt's Trickery can stop a decisive spell but grants its controller a free replacement, so reserve it for emergencies. It cannot stop abilities or uncounterable spells. Artifact shutoff disables Treasures and rocks: retain ordinary land mana for removal. Sustained commander denial remains a weakness.

Cards: Cavern of Souls · Tibalt's Trickery · Ashnod's Intervention · Chaos Warp

05 / The selected 100

Every card.
A reason to be here.

92 distinct names across 100 slots, commander included. Open a card name for its reference. Roles describe its main job; the deck depends on overlap.

Download the complete text list

Before the first mulligan

Tell the table
what the dragon does.

“Upper Bracket 3, with three Game Changers. I damage my own commander for Treasure and use damage reflection or big late-game spells to finish. Larger combinations are part of the plan; quick two-card combos are excluded.”

A public preview of the planned list. Agree on expectations with your table; card count, bracket, and local analysis are not performance guarantees.

Download decklist.txt