637 views7 days ago
Commander
Size: 100Salt sum: 29.75
 avatar

Tyondai

637 views7 days ago
Commander
Size: 100Salt sum: 29.75

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"Kess Poison Storm"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is my attempt to build a casual bracket 3 manual storm deck, based on my experience with playing various storm decks in modern, pauper and cEDH.\n\n"},{"attributes":{"underline":true},"insert":"Why "},{"attributes":{"underline":true},"insert":{"card-link":"Kess, Dissident Mage"}},{"attributes":{"underline":true},"insert":" ?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBecause she doesn't matter! This deck doesn't need it's commander, just like cEDH kess back in 2019 often won without playing kess. \nThe main reason is just to have access to grixis colors without playing a \"build around\" commander. You could build this deck with RogSi (lol), Cormella, etc. But i like how kess is just there when i might need her, even if i rarely do need her.\n\nAlso. Inalla was my first precon and Kess was my first cEDH deck, before breach and thoracle. Good times.\n\n"},{"attributes":{"underline":true},"insert":"Keeping it casual"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIt's really not that difficult to build a \"bracket 3\" storm deck with just 3 gamechangers that can win fast (include 0 cmc mana rocks) or consistent (include GC tutors). My cEDH Ral deck can easily storm of turn 2, so by cutting just a few mana rocks, storming of turn 3-4 is pretty easy. But where's the fun in that?\n\nSelf imposed limitations to keep this deck casual:\n\nNo gamechangers. Nobody at a bracket 3 table wants to see you make a "},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" pile. Unfortunatly..."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No free spells to increase the storm count: We only need to get to storm count 7-8, "},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" , "},{"insert":{"card-link":"Lava Dart"}},{"insert":" or "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":" like cards would make that \"to easy\"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Counterspells must be modal or have a synergy. More on this later"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No backup wincons and infinite combo's. It's manual storm only, no cheating"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If there's a \"worse\" equivalent of a spell, but that spell has flashback, i try to play the flashback spell. Example: "},{"insert":{"card-link":"Arcane Infusion"}},{"insert":" vs "},{"insert":{"card-link":"Peer Through Depths"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"What is manual storm?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe short awnser: An art.\n\nTo understand manual storm, we need to introduce it's more recent counterpart: combo storm.\n\nCombo storm is a kind of combo, usually consisting of 3 to 4 cards where the end result is a very large or infinite storm count. This is achieved by casting a few very specific cards over and over again. The most well known combo is probably "},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":", "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" and "},{"insert":{"card-link":"Brain Freeze"}},{"insert":". While not \"infinite\", you keep recasting LED and brain freeze fuels the escape costs. Yes, this is storm, but it's not in any way casual or, to me, enjoyable outside of cEDH\n\nManual storm is the opposite. It's the chaining of many "},{"attributes":{"underline":true},"insert":"different"},{"insert":" spells to increase the storm count. This is usually done with rituals and draw spells, fueled by cost reducers and extended with recursion. The fun and complexity lies in not knowing where you'll end up. Each draw, surveil or tutor will have you make multiple descisions figuring out the best way to squeeze out just a few more storm counts.\n\nThe problem with manual storm, and also the reason why combo storm is more popular, is that most storm wincons like "},{"insert":{"card-link":"Grapeshot"}},{"insert":" and "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" need a very large storm count to kill 3 players. There used to be a \"wincon\" that recuired a lower storm count, but "},{"insert":{"card-link":"Volcanic Awakening"}},{"insert":" isn't that casual. \n\nLuckily for us storm players, the printing of "},{"insert":{"card-link":"Radstorm"}},{"insert":" made pauper's greatest storm deck, poison storm, a viable option in EDH.\n\nWhile this manual storming does still see play formats like pauper, modern and legacy, EDH has a preference for \"easy\" A + B + C combo's. These end the game a lot faster than manual storm, which brings me to the following disclaimer...\n\n"},{"attributes":{"underline":true},"insert":"Disclaimer: Are we dead yet?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMe: \"Storm count 1\"\nMy playgroup: \"Are we dead yet?\"\n\nModern Gifts Storm (and other storm decks) have given manual storm a bad reputation by taking very long turns and then sometimes not even winning. To avoid this, it's important that you spend a lot of time playtesting (aka goldfishing) this deck to get a feel of how storm turns go and when to commit to \"storming off\".\n\nWhile not everyone will apreciate dying to poison storm, most people will respect you if you can handle your storm turn fast and with clear communication.\n\n"},{"attributes":{"underline":true},"insert":"Winconditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere's only one wincondition in this deck: \n\nGive your opponents a poison counter."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get your storm count up to 8 (or less if you come across some proliferate effects or other poison spells)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Radstorm"}},{"insert":" to proliferate the poison counters to 10. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIts step 2 that we're most interested in, because that's the real challenge in playing this deck. But i'll go over each step in detail and provide some tips and tricks.\n\n"},{"attributes":{"underline":true},"insert":"Step 0: the setup"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis deck only plays my favorite kind of ramp: cost reduction. When a spell costs 2U, that cost should reflect what you're getting for your 3 mana. Casting that spell for only U is usually very good and exactly what we need to chain multiple spells in our storm turn.\n\nThis deck runs 10 to 14 cards that make our instants and sorceries cheaper. Ideally, we want to drop one turn 2 and another one on a later turn, either our storm turn, or the turn before we plan to go of. I'll go over some notable cost reducers:\n\n"},{"insert":{"card-link":"Mindsplice Apparatus"}},{"insert":": 4 mana is a lot, but it has flash, so cast this on the endstep before your turn to get that 1 reduction. The (obvious) synergy here is with the proliferate cards we run. Just getting this up to 2 will make most of our spells cost only 1 mana. Get it higher and a lot of flashback costs get closer to 1 or 2 mana. It's one of the best cards in the deck. "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" and "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" can find this.\n\n"},{"insert":{"card-link":"Mizzix of the Izmagnus"}},{"insert":" : Again, 4 mana is a lot, but this guy proliferates himself (herself?). Mizzix has a lot of niche interactions, like how casting "},{"insert":{"card-link":"Deep Analysis"}},{"insert":" for it's flashback cost is still a 4 mana spell. When you have 1 experience counter, cast a 2 cmc spell, and in response to mizzix trigger, cast another 2 cmc spell. This will trigger mizzix again, and you'll have 3 experience counters without having to cast a 3 cmc spell.\n\n"},{"insert":{"card-link":"Catalyst Stone"}},{"insert":": flashback is expensive. Sadly (but fortunatly), kess doesn't give flashback. But many other cards do or have flashback. 2 mana for a 2 mana cost reduction will easily pay for itself and more.\n\n"},{"insert":{"card-link":"Glamdring, Foe-hammer // Gleam of Death"}},{"insert":" : primarily included for the adventure part, which is pretty good. Then, this card kinda waits in exile as a back up cost reducer. If things go badly and people remove your cost reducer (which they should!!), you can cast this and equip it to kess.\n\n"},{"insert":{"card-link":"Ral, Monsoon Mage // Ral, Leyline Prodigy"}},{"insert":": I've considered cutting this card because it's too good. Don't be affraid to flip it before you've reached the 6 instant/sorcery casts needed to -8 him on the flip. We can proliferate him if needed. If you get him to -8, it's probably GG.\n\n"},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":": It's good, perhaps also to good, but i don't like it because it's not \"real\" cost reduction. I'll probably cut him for "},{"insert":{"card-link":"Geist of Saint Thalia"}},{"insert":". Card has a bad reputation and it's usually not a good idea to play turn 4 storm-kiln, pass...\n\n"},{"attributes":{"underline":true},"insert":"Step 1: the poisoning"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck includes only 4 cards that can give poison counters. I've chosen to include only instants and sorceries that give each opponent a poison counter. No infect creatures, no "},{"insert":{"card-link":"Tainted Strike"}},{"insert":" and no "},{"insert":{"card-link":"Ichor Rats"}},{"insert":".\n\n"},{"insert":{"card-link":"Prologue to Phyresis"}},{"insert":": the best poisoner. Instant speed, easily tutorable, draws us a card. I've considered running only this one, but then why would we need black? If you like to yolo just prologue + radstorm, check out my "},{"attributes":{"link":"https://archidekt.com/decks/17755663/50_professor_zei_high_tide"},"insert":"izzet high tide deck"},{"insert":".\n"},{"insert":{"card-link":"Infectious Inquiry"}},{"insert":": the second best poisoner, mainly because it draws us cards.\n"},{"insert":{"card-link":"Vraska's Fall"}},{"insert":": the third best. I don't really care for the edict effect but it's instant speed. it's here to poison, i'd cast it into an empty board.\n"},{"insert":{"card-link":"Phyresis Outbreak"}},{"insert":": the worst, but sometimes the best poisoner. The card gets worse the less proliferate effects i run, and when it's good, we're already close to winning.\n\nBesides just drawing one, it's always best to tutor for prologue. See additional tips for tutor chains.\n\n"},{"attributes":{"underline":true},"insert":"Step 2: the storming"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Step 3: the proliferating"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Additional card discussion and tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":{"card-link":"Quiet Speculation"}},{"attributes":{"underline":true},"insert":" piles and tutor chaining:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Teachings for a teachings:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis refers to a concept in pauper teaching decks, where on endstep you cast "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" to find another "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" . This is mainly done for deck thining and to use up mana if you don't really need to find a specific card. In this deck however, assuming you've already poisoned, it's not always optimal to search "},{"insert":{"card-link":"Radstorm"}},{"insert":" on endstep with mystical teachings. This is a great giveaway that the end is near. By using "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" to find "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" (or vice versa), you end up with a tutor in hand and a tutor in the graveyard. Depending on your recursion and cost reduction, this can be more mana efficient then just casting teachings twice during your storm turn. \n\n"},{"attributes":{"underline":true},"insert":"The counterspells:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBesides "},{"insert":{"card-link":"Unwind"}},{"insert":" and "},{"insert":{"card-link":"Rewind"}},{"insert":" , which are closer to rituals than counterspells, this deck runs modal counterspells. I really have to give credit here to Fykshyn over on moxfield for this idea. It's something my cEDH \"counters must be super efficient\" mindset wouldn't have easily considered without reading his "},{"attributes":{"link":"https://moxfield.com/decks/cG86ojh6MEuoj9aIzUUiKQ"},"insert":"great primer"},{"insert":". Check it out!\n\nThe modal counterspells: "},{"insert":{"card-link":"Confounding Riddle"}},{"insert":" , "},{"insert":{"card-link":"Confusticate and Bebother"}},{"insert":" , "},{"insert":{"card-link":"Supreme Will"}},{"insert":" , "},{"insert":{"card-link":"You Find the Villains' Lair"}},{"insert":" \n\nAlso modal but currently not in the deck. worth considering tho: "},{"insert":{"card-link":"Amazing Acrobatics"}},{"insert":" , "},{"insert":{"card-link":"Brutal Expulsion"}},{"insert":", "},{"insert":{"card-link":"Insidious Will"}},{"insert":" , "},{"insert":{"card-link":"Izzet Charm"}},{"insert":" , "},{"insert":{"card-link":"Soul Read"}},{"insert":" , "},{"insert":{"card-link":"Spellgyre"}},{"insert":" , "},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":", "},{"insert":{"card-link":"Urza's Rebuff"}},{"insert":" \n\nThe idea is that, these spells can be cast for their non-counterspell effect to keep the storm count going. If possible, we prefer the second mode to be a draw/loot/impulse effect and it appears that wotc is printing more of these effects each set. I try to keep them at 3 cmc with just one blue pip, but you can adjust these to your needs.\n\n"},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":": It's not as good as flusterstorm, but with cost reduction, it's pretty powerfull. It also doesn't need a target, so worst case, just cast it for U to up your storm count.\n\n"},{"attributes":{"underline":true},"insert":"Other interaction:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nor lack thereoff....\n\nThe deck is very low on removal or proactive hate because there's just not that much stopping us. I play "},{"insert":{"card-link":"Rule of Law"}},{"insert":" in some of my bracket 3 decks and i think more people should. But besides that, there's just not much that i care about.\n\nI brought a poison storm deck to the table, i wont hide behind "},{"insert":{"card-link":"Propaganda"}},{"insert":" or tutor for "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" so i can live a few more turns and storm off.\n\n\nWhat is (sometimes) included:\n"},{"insert":{"card-link":"Cathartic Pyre"}},{"insert":" : same as counterspells, damage or card draw. (i want more of these effects!)\n"},{"insert":{"card-link":"Snap"}},{"insert":" : ah yes, \"removal\".\n\n\n"},{"attributes":{"underline":true},"insert":"Recursion:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBesides the obvious "},{"insert":{"card-link":"Past in Flames"}},{"insert":" and Kess herself, there are some notable interactions with some of our recursion spells.\n\n"},{"insert":{"card-link":"Mission Briefing"}},{"insert":" and "},{"insert":{"card-link":"Inspiration from Beyond"}},{"insert":" don't target cards in your graveyard. Meaning, once it starts resolving, nobody can interact with what you're choosing.\n\n"},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" has a similar ruling. If you have priority and the spell you've just cast resolves, you can imediatly cast it again with kess. This is mainly only relevant with sorceries, because even if you don't have priority, you can cast an instant with kess in response to, for example, an exiling effect.\n\n"},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":": "},{"insert":{"card-link":"Mystic Retrieval"}},{"insert":" that can also get an exiled flashback card back and it gives you a red mana? Nice. (note that a card getting flashback from past in flames no longer has flashback once it's exiled)\n\n"},{"attributes":{"underline":true},"insert":"The manabase:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is surprisingly both red and blue hungry. A lot of storm strategies will heavily favor red due to it's rituals, but in this deck, not tapping correctly and missing a single blue or red mana at key moments will cost you the game. There's also multiple flashback costs with black.\n\nWhile i do enjoy a good budget brew, I chose a full fetch shock manabase for this deck. Call me lazy, but without mana rocks for color fixing, i didn't always enjoy this deck runnig a budget manabase. It's possible, see the linked primer over at the counterspells section. \n\nProxy a decent manabase even if your playgroup isn't proxy friendly! There's a difference between proxying a few fetch shocks and running proxy force of will in each deck. (end rant)\n"}]}
Kess, Dissident Mage
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Human Wizard
Kess, Dissident Mage (c17) 39

Commander

(Ctrl to add secondary)
Baral, Chief of Compliance
Instant and sorcery spells you cast cost
less to cast.
Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.
Legendary Creature - Human Wizard
Baral, Chief of Compliance (aer) 28
Catalyst Stone
Flashback costs you pay cost
less.
Flashback costs your opponents pay cost
more.
Artifact
Catalyst Stone (ody) 297
Geist of Saint Thalia
Flying
Noncreature spells you cast cost
less to cast.
Legendary Creature - Cleric Spirit
Geist of Saint Thalia (fra) 214
Glamdring, Foe-hammer
Instant and sorcery spells you cast cost
less to cast, where X is equipped creature's power.
Equip
Legendary Artifact - Equipment
Glamdring, Foe-hammer // Gleam of Death (hob) 204
Goblin Electromancer
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Goblin
Goblin Electromancer (tdc) 99
Mindsplice Apparatus
Flash
At the beginning of your upkeep, put an oil counter on this artifact.
Instant and sorcery spells you cast cost
less to cast for each oil counter on this artifact.
Artifact
Mindsplice Apparatus (one) 63
Mizzix of the Izmagnus
Whenever you cast an instant or sorcery spell with mana value greater than the number of experience counters you have, you get an experience counter.
Instant and sorcery spells you cast cost
less to cast for each experience counter you have.
Legendary Creature - Wizard Goblin
Mizzix of the Izmagnus (cmm) 348
Nightscape Familiar
Blue spells and red spells you cast cost
less to cast.
: Regenerate this creature.
Creature - Zombie
Nightscape Familiar (pls) 48
Ral, Monsoon Mage
Instant and sorcery spells you cast cost
less to cast.
Whenever you cast an instant or sorcery spell during your turn, flip a coin. If you lose the flip, Ral deals 1 damage to you. If you win the flip, you may exile Ral. If you do, return him to the battlefield transformed under his owner's control.
Legendary Creature - Human Wizard
Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247Ral, Monsoon Mage // Ral, Leyline Prodigy (mh3) 247
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 296
Storm-Kiln Artist
This creature gets +1/+0 for each artifact you control.
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Shaman Dwarf
Storm-Kiln Artist (soc) 255
Stormcatch Mentor
Haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Otter
Stormcatch Mentor (soc) 331
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost
less to cast.
, Sacrifice this creature: When you next cast an instant or sorcery spell this turn, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Creature - Drake
Thunderclap Drake (soc) 204

Cost Reduction

(Ctrl to add secondary)
Confounding Riddle
Choose one —
• Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
• Counter target spell unless its controller pays
.
Instant
Confounding Riddle (lci) 50
Confusticate and Bebother
Choose one —
• Counter target spell unless its controller pays
.
• Draw two cards, then discard a card.
Instant
Confusticate and Bebother (hob) 35
Rewind
Counter target spell. Untap up to four lands.
Instant
Rewind (m13) 65
Supreme Will
Choose one —
• Counter target spell unless its controller pays
.
• Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Supreme Will (j25) 370
Unwind
Counter target noncreature spell. Untap up to three lands.
Instant
Unwind (dom) 72
Whirlwind Denial
For each spell and ability your opponents control, counter it unless its controller pays
.
Instant
Whirlwind Denial (j25) 388
You Find the Villains' Lair
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Instant
You Find the Villains' Lair (afr) 84

Counterspell

(Ctrl to add secondary)
Arcane Infusion
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Arcane Infusion (mid) 210
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (msc) 802
Deep Analysis
Target player draws two cards.
Flashback—
, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Deep Analysis (msc) 149
Dragon's Rage Channeler
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature - Human Shaman
Dragon's Rage Channeler (mh2) 121
Dreams of Laguna
Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Dreams of Laguna (fin) 50
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Flow State (sos) 49
Forbidden Alchemy
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Forbidden Alchemy (tdc) 152
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (tle) 159
Impulse
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Impulse (dmr) 287
Laughing Mad
As an additional cost to cast this spell, discard a card.
Draw two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Instant
Laughing Mad (fin) 143
Lock and Load
Draw a card, then draw a card for each other instant and sorcery spell you've cast this turn.
Plot
(You may pay
and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery
Lock and Load (otc) 15
Peer Through Depths
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Instant - Arcane
Peer Through Depths (dds) 5
Pieces of the Puzzle
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
Sorcery
Pieces of the Puzzle (soi) 78
Pirate's Pillage
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Pirate's Pillage (rix) 109
Plunder the Trollshaws
Draw a card. If this spell was cast from a graveyard, draw two cards instead.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Plunder the Trollshaws (hob) 51
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (sos) 129
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 24
Twinned Vision
Draw a card. If this spell wasn't cast from your hand, draw two cards instead.
Flashback—
, Discard a card. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Twinned Vision (fra) 157
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (pip) 193

Draw

(Ctrl to add secondary)
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (trk) 278
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Coastal Peak
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain
Coastal Peak (msc) 232
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Fiery Islet
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Fiery Islet (who) 278
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Island
(
: Add
.)
Basic Land - Island
Island (trk) 320
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (m3c) 350
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 324
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (msc) 264
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (soc) 404
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (trk) 298
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (msc) 269
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (trk) 306
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Xander's Lounge
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Mountain
Xander's Lounge (snc) 260

Land

(Ctrl to add secondary)
Infectious Inquiry
You draw two cards and you lose 2 life. Each opponent gets a poison counter.
Sorcery
Infectious Inquiry (one) 97
Phyresis Outbreak
Each opponent gets a poison counter. Then each creature your opponents control gets -1/-1 until end of turn for each poison counter its controller has.
Sorcery
Phyresis Outbreak (onc) 12
Prologue to Phyresis
Each opponent gets a poison counter.
Draw a card.
Instant
Prologue to Phyresis (one) 65
Vraska's Fall
Each opponent sacrifices a creature or planeswalker of their choice and gets a poison counter.
Instant
Vraska's Fall (one) 116

Poison

(Ctrl to add secondary)
Contentious Plan
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Sorcery
Contentious Plan (war) 46
Experimental Augury
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Experimental Augury (one) 49
Radstorm
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Radstorm (pip) 37
Serum Snare
Return target nonland permanent to its owner's hand. If that permanent had mana value 3 or less, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Serum Snare (one) 68
Steady Progress
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Instant
Steady Progress (plst) MM2-58

Proliferate

(Ctrl to add secondary)
Flashback
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Instant
Flashback (sos) 115
Inspiration from Beyond
Mill three cards, then return an instant or sorcery card from your graveyard to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Inspiration from Beyond (fdn) 43
Mission Briefing
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant
Mission Briefing (mkc) 110
Past in Flames
Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Past in Flames (40k) 206
Sorceress's Schemes
Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand. Add
.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sorceress's Schemes (fin) 159

Recursion

(Ctrl to add secondary)
Cathartic Pyre
Choose one —
• Cathartic Pyre deals 3 damage to target creature or planeswalker.
• Discard up to two cards, then draw that many cards.
Instant
Cathartic Pyre (ecc) 90
Flame of Anor
Choose one. If you control a Wizard as you cast this spell, you may choose two instead.
• Target player draws two cards.
• Destroy target artifact.
• Flame of Anor deals 5 damage to target creature.
Instant
Flame of Anor (ltr) 203
Prismari Command
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Instant
Prismari Command (soc) 323
Snap
Return target creature to its owner's hand. Untap up to two lands.
Instant
Snap (woc) 110

Removal

(Ctrl to add secondary)
Desperate Ritual
Add
.
Splice onto Arcane
(As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane
Desperate Ritual (uma) 127
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Hidden Strings (dgm) 12
Pyretic Ritual
Add
.
Instant
Pyretic Ritual (m11) 153
Seething Song
Add
.
Instant
Seething Song (c21) 179
Turnabout
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
Instant
Turnabout (rvr) 452

Ritual

(Ctrl to add secondary)
Merchant Scroll
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Sorcery
Merchant Scroll (8ed) 91
Mystical Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Mystical Teachings (fdn) 594
Quiet Speculation
Search target player's library for up to three cards with flashback and put them into that player's graveyard. Then the player shuffles.
Sorcery
Quiet Speculation (jud) 49
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Waterlogged Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Instant
Waterlogged Teachings // Inundated Archive (mh3) 261Waterlogged Teachings // Inundated Archive (mh3) 261

Tutor

(Ctrl to add secondary)
Amazing Acrobatics
Choose one or both —
• Counter target spell.
• Tap one or two target creatures.
Instant
Amazing Acrobatics (spm) 25
Canyon Slough
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Mountain
Canyon Slough (akh) 239
Case of the Ransacked Lab
Instant and sorcery spells you cast cost
less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case
Case of the Ransacked Lab (mkm) 45
Consider the Prime Directive
Choose one —
• Interfere — Counter target spell unless its controller pays
.
• Observe — Tap up to one target creature and put a stun counter on it. Draw a card. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Consider the Prime Directive (trk) 51
Flux Channeler
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Human Wizard
Flux Channeler (cmm) 847
Galvanic Iteration
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Galvanic Iteration (msc) 184
Lindblum, Industrial Regency
This land enters tapped.
: Add
.
Land - Town
Lindblum, Industrial Regency // Mage Siege (fin) 285
Resentful Revelation
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Resentful Revelation (fin) 114
Ringsight
The Ring tempts you. Search your library for a card that shares a color with a legendary creature you control, reveal it, put it into your hand, then shuffle.
Sorcery
Ringsight (ltr) 220
Secrets of the Key
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Flashback
Instant
Secrets of the Key (mid) 73
Solstice Revelations
Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost if the spell's mana value is less than the number of Mountains you control. If you don't cast that card this way, put it into your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant - Lesson
Solstice Revelations (tla) 153
Strike It Rich
Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Strike It Rich (h2r) 12
Surge of Brilliance
Paradox — Draw a card for each spell you've cast this turn from anywhere other than your hand.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Surge of Brilliance (who) 57
Think Twice
Draw a card.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Think Twice (msc) 787
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57
Volcanic Spite
Volcanic Spite deals 3 damage to target creature, planeswalker, or battle. You may put a card from your hand on the bottom of your library. If you do, draw a card.
Instant
Volcanic Spite (mom) 170
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 40

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
52 pips - 48 cards
24 mana - 24 cards
6 pips - 6 cards
12 mana - 12 cards
25 pips - 24 cards
31 mana - 23 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
1 mana - 1 card
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Kess Poison Storm"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is my attempt to build a casual bracket 3 manual storm deck, based on my experience with playing various storm decks in modern, pauper and cEDH.\n\n"},{"attributes":{"underline":true},"insert":"Why "},{"attributes":{"underline":true},"insert":{"card-link":"Kess, Dissident Mage"}},{"attributes":{"underline":true},"insert":" ?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBecause she doesn't matter! This deck doesn't need it's commander, just like cEDH kess back in 2019 often won without playing kess. \nThe main reason is just to have access to grixis colors without playing a \"build around\" commander. You could build this deck with RogSi (lol), Cormella, etc. But i like how kess is just there when i might need her, even if i rarely do need her.\n\nAlso. Inalla was my first precon and Kess was my first cEDH deck, before breach and thoracle. Good times.\n\n"},{"attributes":{"underline":true},"insert":"Keeping it casual"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIt's really not that difficult to build a \"bracket 3\" storm deck with just 3 gamechangers that can win fast (include 0 cmc mana rocks) or consistent (include GC tutors). My cEDH Ral deck can easily storm of turn 2, so by cutting just a few mana rocks, storming of turn 3-4 is pretty easy. But where's the fun in that?\n\nSelf imposed limitations to keep this deck casual:\n\nNo gamechangers. Nobody at a bracket 3 table wants to see you make a "},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" pile. Unfortunatly..."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No free spells to increase the storm count: We only need to get to storm count 7-8, "},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" , "},{"insert":{"card-link":"Lava Dart"}},{"insert":" or "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":" like cards would make that \"to easy\"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Counterspells must be modal or have a synergy. More on this later"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No backup wincons and infinite combo's. It's manual storm only, no cheating"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If there's a \"worse\" equivalent of a spell, but that spell has flashback, i try to play the flashback spell. Example: "},{"insert":{"card-link":"Arcane Infusion"}},{"insert":" vs "},{"insert":{"card-link":"Peer Through Depths"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"What is manual storm?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe short awnser: An art.\n\nTo understand manual storm, we need to introduce it's more recent counterpart: combo storm.\n\nCombo storm is a kind of combo, usually consisting of 3 to 4 cards where the end result is a very large or infinite storm count. This is achieved by casting a few very specific cards over and over again. The most well known combo is probably "},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":", "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" and "},{"insert":{"card-link":"Brain Freeze"}},{"insert":". While not \"infinite\", you keep recasting LED and brain freeze fuels the escape costs. Yes, this is storm, but it's not in any way casual or, to me, enjoyable outside of cEDH\n\nManual storm is the opposite. It's the chaining of many "},{"attributes":{"underline":true},"insert":"different"},{"insert":" spells to increase the storm count. This is usually done with rituals and draw spells, fueled by cost reducers and extended with recursion. The fun and complexity lies in not knowing where you'll end up. Each draw, surveil or tutor will have you make multiple descisions figuring out the best way to squeeze out just a few more storm counts.\n\nThe problem with manual storm, and also the reason why combo storm is more popular, is that most storm wincons like "},{"insert":{"card-link":"Grapeshot"}},{"insert":" and "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" need a very large storm count to kill 3 players. There used to be a \"wincon\" that recuired a lower storm count, but "},{"insert":{"card-link":"Volcanic Awakening"}},{"insert":" isn't that casual. \n\nLuckily for us storm players, the printing of "},{"insert":{"card-link":"Radstorm"}},{"insert":" made pauper's greatest storm deck, poison storm, a viable option in EDH.\n\nWhile this manual storming does still see play formats like pauper, modern and legacy, EDH has a preference for \"easy\" A + B + C combo's. These end the game a lot faster than manual storm, which brings me to the following disclaimer...\n\n"},{"attributes":{"underline":true},"insert":"Disclaimer: Are we dead yet?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMe: \"Storm count 1\"\nMy playgroup: \"Are we dead yet?\"\n\nModern Gifts Storm (and other storm decks) have given manual storm a bad reputation by taking very long turns and then sometimes not even winning. To avoid this, it's important that you spend a lot of time playtesting (aka goldfishing) this deck to get a feel of how storm turns go and when to commit to \"storming off\".\n\nWhile not everyone will apreciate dying to poison storm, most people will respect you if you can handle your storm turn fast and with clear communication.\n\n"},{"attributes":{"underline":true},"insert":"Winconditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere's only one wincondition in this deck: \n\nGive your opponents a poison counter."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get your storm count up to 8 (or less if you come across some proliferate effects or other poison spells)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Radstorm"}},{"insert":" to proliferate the poison counters to 10. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIts step 2 that we're most interested in, because that's the real challenge in playing this deck. But i'll go over each step in detail and provide some tips and tricks.\n\n"},{"attributes":{"underline":true},"insert":"Step 0: the setup"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis deck only plays my favorite kind of ramp: cost reduction. When a spell costs 2U, that cost should reflect what you're getting for your 3 mana. Casting that spell for only U is usually very good and exactly what we need to chain multiple spells in our storm turn.\n\nThis deck runs 10 to 14 cards that make our instants and sorceries cheaper. Ideally, we want to drop one turn 2 and another one on a later turn, either our storm turn, or the turn before we plan to go of. I'll go over some notable cost reducers:\n\n"},{"insert":{"card-link":"Mindsplice Apparatus"}},{"insert":": 4 mana is a lot, but it has flash, so cast this on the endstep before your turn to get that 1 reduction. The (obvious) synergy here is with the proliferate cards we run. Just getting this up to 2 will make most of our spells cost only 1 mana. Get it higher and a lot of flashback costs get closer to 1 or 2 mana. It's one of the best cards in the deck. "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" and "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" can find this.\n\n"},{"insert":{"card-link":"Mizzix of the Izmagnus"}},{"insert":" : Again, 4 mana is a lot, but this guy proliferates himself (herself?). Mizzix has a lot of niche interactions, like how casting "},{"insert":{"card-link":"Deep Analysis"}},{"insert":" for it's flashback cost is still a 4 mana spell. When you have 1 experience counter, cast a 2 cmc spell, and in response to mizzix trigger, cast another 2 cmc spell. This will trigger mizzix again, and you'll have 3 experience counters without having to cast a 3 cmc spell.\n\n"},{"insert":{"card-link":"Catalyst Stone"}},{"insert":": flashback is expensive. Sadly (but fortunatly), kess doesn't give flashback. But many other cards do or have flashback. 2 mana for a 2 mana cost reduction will easily pay for itself and more.\n\n"},{"insert":{"card-link":"Glamdring, Foe-hammer // Gleam of Death"}},{"insert":" : primarily included for the adventure part, which is pretty good. Then, this card kinda waits in exile as a back up cost reducer. If things go badly and people remove your cost reducer (which they should!!), you can cast this and equip it to kess.\n\n"},{"insert":{"card-link":"Ral, Monsoon Mage // Ral, Leyline Prodigy"}},{"insert":": I've considered cutting this card because it's too good. Don't be affraid to flip it before you've reached the 6 instant/sorcery casts needed to -8 him on the flip. We can proliferate him if needed. If you get him to -8, it's probably GG.\n\n"},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":": It's good, perhaps also to good, but i don't like it because it's not \"real\" cost reduction. I'll probably cut him for "},{"insert":{"card-link":"Geist of Saint Thalia"}},{"insert":". Card has a bad reputation and it's usually not a good idea to play turn 4 storm-kiln, pass...\n\n"},{"attributes":{"underline":true},"insert":"Step 1: the poisoning"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck includes only 4 cards that can give poison counters. I've chosen to include only instants and sorceries that give each opponent a poison counter. No infect creatures, no "},{"insert":{"card-link":"Tainted Strike"}},{"insert":" and no "},{"insert":{"card-link":"Ichor Rats"}},{"insert":".\n\n"},{"insert":{"card-link":"Prologue to Phyresis"}},{"insert":": the best poisoner. Instant speed, easily tutorable, draws us a card. I've considered running only this one, but then why would we need black? If you like to yolo just prologue + radstorm, check out my "},{"attributes":{"link":"https://archidekt.com/decks/17755663/50_professor_zei_high_tide"},"insert":"izzet high tide deck"},{"insert":".\n"},{"insert":{"card-link":"Infectious Inquiry"}},{"insert":": the second best poisoner, mainly because it draws us cards.\n"},{"insert":{"card-link":"Vraska's Fall"}},{"insert":": the third best. I don't really care for the edict effect but it's instant speed. it's here to poison, i'd cast it into an empty board.\n"},{"insert":{"card-link":"Phyresis Outbreak"}},{"insert":": the worst, but sometimes the best poisoner. The card gets worse the less proliferate effects i run, and when it's good, we're already close to winning.\n\nBesides just drawing one, it's always best to tutor for prologue. See additional tips for tutor chains.\n\n"},{"attributes":{"underline":true},"insert":"Step 2: the storming"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Step 3: the proliferating"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Additional card discussion and tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":{"card-link":"Quiet Speculation"}},{"attributes":{"underline":true},"insert":" piles and tutor chaining:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Teachings for a teachings:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis refers to a concept in pauper teaching decks, where on endstep you cast "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" to find another "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" . This is mainly done for deck thining and to use up mana if you don't really need to find a specific card. In this deck however, assuming you've already poisoned, it's not always optimal to search "},{"insert":{"card-link":"Radstorm"}},{"insert":" on endstep with mystical teachings. This is a great giveaway that the end is near. By using "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" to find "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" (or vice versa), you end up with a tutor in hand and a tutor in the graveyard. Depending on your recursion and cost reduction, this can be more mana efficient then just casting teachings twice during your storm turn. \n\n"},{"attributes":{"underline":true},"insert":"The counterspells:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBesides "},{"insert":{"card-link":"Unwind"}},{"insert":" and "},{"insert":{"card-link":"Rewind"}},{"insert":" , which are closer to rituals than counterspells, this deck runs modal counterspells. I really have to give credit here to Fykshyn over on moxfield for this idea. It's something my cEDH \"counters must be super efficient\" mindset wouldn't have easily considered without reading his "},{"attributes":{"link":"https://moxfield.com/decks/cG86ojh6MEuoj9aIzUUiKQ"},"insert":"great primer"},{"insert":". Check it out!\n\nThe modal counterspells: "},{"insert":{"card-link":"Confounding Riddle"}},{"insert":" , "},{"insert":{"card-link":"Confusticate and Bebother"}},{"insert":" , "},{"insert":{"card-link":"Supreme Will"}},{"insert":" , "},{"insert":{"card-link":"You Find the Villains' Lair"}},{"insert":" \n\nAlso modal but currently not in the deck. worth considering tho: "},{"insert":{"card-link":"Amazing Acrobatics"}},{"insert":" , "},{"insert":{"card-link":"Brutal Expulsion"}},{"insert":", "},{"insert":{"card-link":"Insidious Will"}},{"insert":" , "},{"insert":{"card-link":"Izzet Charm"}},{"insert":" , "},{"insert":{"card-link":"Soul Read"}},{"insert":" , "},{"insert":{"card-link":"Spellgyre"}},{"insert":" , "},{"insert":{"card-link":"Three Steps Ahead"}},{"insert":", "},{"insert":{"card-link":"Urza's Rebuff"}},{"insert":" \n\nThe idea is that, these spells can be cast for their non-counterspell effect to keep the storm count going. If possible, we prefer the second mode to be a draw/loot/impulse effect and it appears that wotc is printing more of these effects each set. I try to keep them at 3 cmc with just one blue pip, but you can adjust these to your needs.\n\n"},{"insert":{"card-link":"Whirlwind Denial"}},{"insert":": It's not as good as flusterstorm, but with cost reduction, it's pretty powerfull. It also doesn't need a target, so worst case, just cast it for U to up your storm count.\n\n"},{"attributes":{"underline":true},"insert":"Other interaction:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nor lack thereoff....\n\nThe deck is very low on removal or proactive hate because there's just not that much stopping us. I play "},{"insert":{"card-link":"Rule of Law"}},{"insert":" in some of my bracket 3 decks and i think more people should. But besides that, there's just not much that i care about.\n\nI brought a poison storm deck to the table, i wont hide behind "},{"insert":{"card-link":"Propaganda"}},{"insert":" or tutor for "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" so i can live a few more turns and storm off.\n\n\nWhat is (sometimes) included:\n"},{"insert":{"card-link":"Cathartic Pyre"}},{"insert":" : same as counterspells, damage or card draw. (i want more of these effects!)\n"},{"insert":{"card-link":"Snap"}},{"insert":" : ah yes, \"removal\".\n\n\n"},{"attributes":{"underline":true},"insert":"Recursion:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBesides the obvious "},{"insert":{"card-link":"Past in Flames"}},{"insert":" and Kess herself, there are some notable interactions with some of our recursion spells.\n\n"},{"insert":{"card-link":"Mission Briefing"}},{"insert":" and "},{"insert":{"card-link":"Inspiration from Beyond"}},{"insert":" don't target cards in your graveyard. Meaning, once it starts resolving, nobody can interact with what you're choosing.\n\n"},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" has a similar ruling. If you have priority and the spell you've just cast resolves, you can imediatly cast it again with kess. This is mainly only relevant with sorceries, because even if you don't have priority, you can cast an instant with kess in response to, for example, an exiling effect.\n\n"},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":": "},{"insert":{"card-link":"Mystic Retrieval"}},{"insert":" that can also get an exiled flashback card back and it gives you a red mana? Nice. (note that a card getting flashback from past in flames no longer has flashback once it's exiled)\n\n"},{"attributes":{"underline":true},"insert":"The manabase:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck is surprisingly both red and blue hungry. A lot of storm strategies will heavily favor red due to it's rituals, but in this deck, not tapping correctly and missing a single blue or red mana at key moments will cost you the game. There's also multiple flashback costs with black.\n\nWhile i do enjoy a good budget brew, I chose a full fetch shock manabase for this deck. Call me lazy, but without mana rocks for color fixing, i didn't always enjoy this deck runnig a budget manabase. It's possible, see the linked primer over at the counterspells section. \n\nProxy a decent manabase even if your playgroup isn't proxy friendly! There's a difference between proxying a few fetch shocks and running proxy force of will in each deck. (end rant)\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards