Cloud, Ex-SOLDIER

Cloud, Ex-SOLDIER

{2}{R}{G}{W}

A Naya Equipment attacker that turns suited-up combat steps into a burst of card draw, with Treasure upside once Cloud hits 7 power.

Public decks: 1Bracket: Varies
Cloud, Ex-SOLDIER

Overview

  • Wants a board with multiple equipped creatures so each attack refills your hand.
  • Cloud’s ETB can effectively “auto-equip” once, helping you apply pressure immediately thanks to haste.
  • Typically plays like proactive combat midrange: build threats, attack often, and convert cards into more equipment and bodies.
  • If Cloud reaches 7+ power, the Treasure tokens help double-spell post-combat or rebuild after removal.
  • Most games are decided by snowballing combat advantage rather than a single one-shot line.

Common lines

  • Develop creatures and Equipment early, then cast Cloud to immediately suit it up and start attacking.
  • Spread Equipment across multiple attackers to maximize Cloud’s attack trigger draw.
  • Use the extra cards to keep deploying threats and protection, maintaining pressure through interaction.
  • Push Cloud to 7+ power to turn attacks into both card advantage and mana advantage (Treasures).

Strengths

  • High ceiling on card draw when you can attack with multiple equipped creatures.
  • Haste plus a free attach on entry helps recover tempo and punish shields-down turns.
  • Treasures at 7+ power can let you keep pace with faster pods by enabling big post-combat turns.
  • Naturally rewards redundant threats, making it harder for single removal spells to fully stop you.

Weaknesses

  • Relies on combat and a board presence; fogs, pillow-fort effects, and crackback pressure can be awkward.
  • Vulnerable to board wipes and repeated removal that keeps you from maintaining equipped attackers.
  • Can be mana- and setup-intensive if you don’t have enough Equipment or bodies to leverage the attack trigger.
  • Graveyard, stack, and noncombat win conditions can race you if you can’t apply early pressure.

Rule zero notes

  • This commander can generate a lot of card draw off a single attack once the board is set up; clarify expected power level and pace.
  • If your build leans into pushing Cloud to 7+ power quickly for frequent Treasure bursts, mention that upfront.
  • Discuss whether you’re aiming for straightforward combat damage wins or including any deterministic combo finishes (if applicable).
  • Let the table know how much protection and removal you’re running, since that strongly affects how “snowbally” the deck feels.

Matchups

Best into

  • Creature-heavy midrange pods where combat connects regularly.
  • Removal-light tables that let you keep multiple equipped attackers around.
  • Pods where incremental value engines are slow and can be pressured by haste attacks.

Struggles against

  • Board-wipe-heavy control pods that repeatedly reset creatures and equipment setups.
  • Pillow-fort or fog-centric strategies that blank combat steps.
  • Fast, noncombat combo tables that don’t care about life totals or blocking.

Recent public decks

FAQ

What is Cloud trying to do each game?
Get multiple equipped creatures into combat so Cloud’s attack trigger draws a big chunk of cards, then use that velocity to stay ahead on board.
Do I need to focus on Cloud being the only big threat?
Not necessarily; Cloud rewards going wider with equipped attackers, so spreading Equipment can be better than piling everything onto one creature.
How important is the 7 power Treasure clause?
It’s a meaningful payoff but not required every game; you can still win by repeatedly converting attacks into cards and pressure.
What are the main ways this deck closes games?
Usually by sustained combat damage backed by overwhelming card advantage, eventually letting you keep threats on the table through interaction.
What should I prioritize when I’m behind?
Re-establish enough equipped attackers to make one profitable attack; even a single big draw step can be your pivot back into the game.

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