Introduction
It's time for another spoiler season, and some cards in the new Marvel set will create some interesting opportunities in Commander. In today's article, we'll go over Iron Fist, Living Weapon, a MonoRed commander that makes Burn work in cEDH, which is quite rare.
Iron Fist, the Commander

Iron Fist, Living Weapon creates some interesting opportunities. Whenever you cast a spell that targets a creature you control, Iron Fist gains an ability. That ability, in turn, states that you can tap him and deal damage equal to his power to another target. From then on, the idea is to find a way to untap him, buff his power, and copy his ability.
You don't need to target Iron Fist with your spells. You can target another allied creature, like Heartfire Hero or Zada, Hedron Grinder, and even then Iron Fist will gain this ability. This makes him a bit more flexible, as you don't have to play him in solely Voltron lists. You can lean more towards a "go wide" strategy.
The Deck
The list we'll see today is a MonoRed strategy centered around playing cheap spells and targeting your own creatures. You'll also buff Iron Fist and turn that into direct damage. With Voltron lists, combat is essential. But, with this one, it is optional. You'll win many matches solely by tapping your commander and destroying opponents.
The core is clearly defined by 3 steps. The first one is giving Haste to your cards, protecting your strategy, and making sure you can use Iron Fist's ability in the same turn it comes in. The second includes pumps and card draw so that you have resources throughout the entire game. The third is using Iron Fist's ability more times by untapping him and doubling the damage we deal. Like so, each time you use this ability, you'll create more value.
Here is our list:
Speed and Mana Rocks

As usual, because this is a MonoRed list, we don't have a lot of ramp to play, like we would if we were playing a green deck. Sol Ring, Arcane Signet, and other mana rocks play a very basic role. They put you ahead in the game and allow you to cast your commander early on or set up an explosive turn. Ruby Medallion is even better because it discounts most of your spells and helps you get the most of your cheap cards.

The other speed portion of the deck centers around Haste. Generator Servant will allow you to put your commander into play early and make sure you can attack with him or tap him. Anger, Fervor, and Hammer of Purphoros play a similar role. They make sure you don't have to wait an entire turn after you put Iron Fist in play to start attacking. Arena of Glory is one of the best lands in this case because it creates red mana and grants Haste to the creature you cast with it.
Spells to Target Cards

This is this deck's main engine. Expedite and Crimson Wisps give you Haste and draw cards, which is exactly what you need for a commander like Iron Fist. He'll give you a lot of value once you play these cards. Ancestral Anger is excellent because it buffs your cards, gives you Trample, refills itself in your hand, and keeps your turn going.
Dragon Mantle is also pretty interesting because it targets something, draws a card, and leaves a pump ability in play. As for Samut's Sprint, it is simple but efficient. It buffs Iron Fist and helps you set up the top of your deck.

These are the most efficient pumps. Brute Force, Infuriate, and Titan's Strength are cheap spells that buff your commander and activate his ability. They might seem small for a Commander pod, but because Iron Fist deals damage according to his power, each time you buff him, he turns into a better removal or puts more pressure on the opponent's life points.
Fists of Flame is one of the best pumps in this deck because it draws a card and scales according to the number of cards you draw that turn. Unleash Fury is incredibly powerful, as it doubles your commander's power before you activate him. When you play it with equipment or other cards that double your damage, it can end matches quite fast.
Untapping Cards and Copying Abilities

This is probably the most important part of this list because it allows you to deal more damage again and again and hit more than one target. Thousand-Year Elixir lets you use Iron Fist's activated abilities as if he had Haste, and it's also a way to untap him. Like so, he'll be a lot less vulnerable to the board as it evolves naturally.
Magewright's Stone is simpler, but it does the same thing really well, as it lets you activate him again in that same turn. As for Illusionist's Bracers, Rings of Brighthearth, and Battlemage's Bracers, they make each time you use Iron Fist's ability more powerful. You'll copy it and double the amount of damage it deals each time after you play these cards.
These cards explain why this deck needs more than just pumps. It needs a bit of support. A single spell that targets your commander can deal damage two or three times, and a lot of damage at that.
Support Creatures

Heartfire Hero is a pretty natural "B" threat for this deck because it also does something when you target it with your other spells. It scales as you progress your main game plan and also punishes opponents when it dies, as then it deals damage equal to its power.
Zada, Hedron Grinder and Mirrorwing Dragon are important, but you need to be careful with them. Still, they'll turn simple tricks and pumps into a lot of value, either by drawing several cards for you or by buffing the entire board.
Young Pyromancer will increase your board when you play your spells, and Storm-Kiln Artist will turn them into Treasures. Because this list needs to do a lot every turn, Artist is one of the best ways to keep your mana going.

Birgi, God of Storytelling and Runaway Steam-Kin will stretch out your turns by turning red spells into mana. Like so, you'll be able to cast more pumps, save your protection, or pay for Rings of Brighthearth. Professional Face-Breaker creates Treasures through combat damage, while Guttersnipe and Firebrand Archer will complement your damage and weaken the table passively.
Interaction and Finishers

This deck is quite proactive, but you'll still need to answer your opponents. Reckless Rage is one of the best removals for this strategy because it targets one of your creatures and an enemy creature at the same time. This will activate Iron Fist and remove a threat. Chaos Warp is a universal answer, which is quite valuable in red lists because they tend to struggle with certain permanents.
Bolt Bend and Deflecting Swat are your best protection cards. Because Iron Fist will often get quite big, you'll easily be able to pay for Bolt Bend's alternative cost. Vandalblast is the last of your interactions as well as a mass removal for artifacts and will often delay decks that rely on this type of card considerably.

Chandra's Ignition is one of your main ways to end the game. It targets Iron Fist, activates him, then makes him deal damage equal to his power to each creature and each opponent. If you play any relevant pump or equipment, this will clear the board and threaten opponents.
Seize the Day is also excellent because it targets something, untaps the creature, and also creates an extra combat step. Considering tapping and untapping the commander matters a lot to this list, this card does more than just allow you to attack again.
Past in Flames allows you to reuse small spells from your graveyard in decisive turns. As for Gratuitous Violence and Solphim, Mayhem Dominus, they drastically increase how much damage you deal, and turn average turns into real threats.
How to Play It
The ideal opening hand has two or three lands, a mana rock, a cheap spell that targets something, and some way to get Haste or protect Iron Fist. Hands that are full of pumps but that can't speed up or create card advantage are usually dangerous. You might end up spending too many resources and running out of gas.
Early on, the best game plan is getting more mana and not exposing your commander unnecessarily. Iron Fist stands out and could signal that you're a "combo player", so oftentimes you should wait until you can play him and activate him at the same time, particularly if you also play Expedite, Swiftfoot Boots, Thousand-Year Elixir, or Arena of Glory.
In the mid-game, you should start controlling the board by activating your effects bit by bit. You don't need to spend all pumps on the first target possible. Oftentimes, something smaller with Basilisk Collar will already deal with the best creature on the board and also allow you to keep your resources for next turn.
When it's time to end the game, you should look for something that buffs Iron Fist considerably, something that copies his ability or doubles his damage, and something to protect this game plan against interaction. Chandra's Ignition, Unleash Fury, Blackblade Reforged, Solphim, Mayhem Dominus, and Gratuitous Violence will quickly turn a stable board into a win.
Final Words
I really wanted a Universes Within version of this card. I don't know who Iron Fist is and what he represents in the Marvel universe, but I really enjoyed this deck and I'll really enjoy piloting it. It is a conventional Burn list, which is quite fun and rare for Commander.
What do you think? Tell us your thoughts in our comment section below.
Thank you for reading, and see you next time!













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