Blame Game

Summary

Blame Game is a Commander deck led by Nelly Borca, Impulsive Accuser. Key cards include Access Tunnel, Agitator Ant, Ancient Stone Idol, and Angel of the Ruins. Explore this public list on MTG Master for strategy ideas, upgrades, and table fit planning.

Commander

Nelly Borca, Impulsive Accuser

Commander background
Deck description
Blame Game is a Boros (red-white) Commander deck led by Nelly Borca, Impulsive Accuser, turning combat into a political weapon. Each attack marks a creature as suspected and then goads every suspected creature, pushing opponents to swing elsewhere while those creatures gain menace and lose the ability to block. That pressure adds up quickly when the table is forced into messy attacks, and Nelly rewards the chaos by drawing cards whenever an opponent’s creatures hit another opponent. Games tend to move at a brisk pace with plenty of interaction, leaning on pillow-fort pieces like Ghostly Prison and Windborn Muse plus swingy deterrents such as Comeuppance and Deflecting Palm to punish anyone who tries to race you. The deck closes by amplifying combat damage with heavy hitters and multipliers like Gisela, Blade of Goldnight, Fiendish Duo, and Spectacular Showdown, often letting opponents soften each other up before a decisive strike. Players who enjoy table talk, reactive play, and upgrading into more goad effects or extra combat steps will find lots of room to tune.
Deck total
$129.66
Missing cost
Deck cards
100
Run an AI analysis to unlock power metrics.
AI
MTG Master AI

Commander (1)

  • 1
    {2}{R}{W}

Planeswalkers (1)

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    {4}{W}{W}

Creatures (26)

  • 1
    {2}{R}
  • 1
    {10}
  • 1
    {5}{W}{W}
  • 1
    {3}{R}{W}
  • 1
    {R/W}{R/W}{R/W}
  • 1
    {4}{R}
  • 1
    {4}{W}{W}
  • 1
    {4}{R}{R}
  • 1
    {R}{W}{W}
  • 1
    {4}{R}{R}
  • 1
    {3}{R}
  • 1
    {4}{R}{W}{W}
  • 1
    {5}{R}{R}
  • 1
    {3}{R}{R}
  • 1
    {3}{W}
  • 1
    {2}{W}
  • 1
    {2}{W}
  • 1
    {3}{W}
  • 1
    {3}{W}
  • 1
    {4}
  • 1
    {2}{W}
  • 1
    {6}
  • 1
    {4}{W}{W}
  • 1
    {2}{R}{R}
  • 1
    {1}{W}
  • 1
    {3}{W}

Sorceries (7)

  • 1
    {2}{R}{R}
  • 1
    {2}{R}{R}
  • 1
    {3}{R}{R}
  • 1
    {4}{W}
  • 1
    {2}{W}
  • 1
    {1}{R}
  • 1
    {3}{W}{W}

Instants (5)

  • 1
    {3}{W}
  • 1
    {R}{W}
  • 1
    {W}
  • 1
    {1}{W}
  • 1
    {2}{R}{W}

Artifacts (9)

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    {2}
  • 1
    {2}
  • 1
    {2}
  • 1
    {2}
  • 1
    {1}
  • 1
    {1}
  • 1
    {2}
  • 1
    {2}
  • 1
    {2}

Enchantments (14)

  • 1
    {R}
  • 1
    {2}{W}
  • 1
    {2}{W}
  • 1
    {1}{R}
  • 1
    {2}{W}
  • 1
    {2}{W}
  • 1
    {3}{R}{R}
  • 1
    {1}{W}
  • 1
    {2}{R}
  • 1
    {2}{W}
  • 1
    {W}
  • 1
    {2}{W}{W}
  • 1
    {2}{W}
  • 1
    {2}{R}

Lands (37)

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  • 3
  • 4
  • 1
  • 1
  • 5
  • 4
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1

Mana pressure & alignment

How your colored demand lines up with the mana base during your game.

Color pressure

Demand vs support share by color.

{W}White
Aligned
Demand: 56%Support: 36%
{R}Red
Aligned
Demand: 44%Support: 29%
{C}Colorless
Surplus
Demand: 0%Support: 34%
{W}Delta-0.2Aligned
{R}Delta+0.2Aligned
{C}Delta+13.4Surplus

Mana integrity

Overall alignment score for your mana base.

100Score
Grade
Excellent
Highlights
  • Mana integrity looks excellent.
  • Colorless has extra support compared to demand.

Early turn stress

Where color requirements cluster across turns.

White
Red
Colorless
1
2
3
4
5
6
7+

Mana Base

Benchmark-backed view of how the deck develops mana, fixes colors, and reaches commander timing in the first turns.

medium
Main bottleneck: Double pip by turn 3 via Missing second pip

Mana readiness snapshot

Compact early-game checks for whether the mana base turns on cleanly.

Turn 1 live color
Live colored mana for turn-1 plays.
74%
2 mana by turn 2
Keeps the early curve on schedule.
99%
All colors by turn 3
Gets the full color mix online early.
88%
Double pip by turn 3
Checks early UU, BB, RR, or GG requirements.
16%
Benchmark target: Boros Reckoner
Higher percentages mean the mana base supports the deck's early asks more consistently.

Commander and color timing

Shows when the mana base turns colors on and when commander timing becomes reliable.

  • All colors online
  • Commander castable
T3T4T5T60255075100
Main bottlenecks

Benchmarks that miss most often, plus the dominant reasons behind those misses.

84% Main bottleneck: Double pip by turn 3 via Missing second pip
Tracking Boros Reckoner as the early double-pip test.Missing second pip: 92%Tapped-land tempo: 26%Short on mana: 8%
Want the full opener diagnosis?

Open the full analysis for mulligans, risky openers, benchmark miss causes, and the complete why-hands-fail breakdown.

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