SavageWolves
1.2k views28 days ago
Commander
Size: 100Salt sum: 29.82
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Commander
(CTRL to add secondary)
Board Wipes
Maximum Carnage
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
Enchantment - Saga

Board Wipes
(CTRL to add secondary)
Copy
Dual Strike
When you next cast an instant or sorcery spell with mana value 4 or less this turn, copy that spell. You may choose new targets for the copy.
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.)
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

Copy
(CTRL to add secondary)
Draw
Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

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

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Lavabrink Floodgates
: Add .
At the beginning of each player's upkeep, that player may put a doom counter on this artifact or remove a doom counter from it. Then if it has three or more doom counters on it, sacrifice this artifact. When you do, it deals 6 damage to each creature.
At the beginning of each player's upkeep, that player may put a doom counter on this artifact or remove a doom counter from it. Then if it has three or more doom counters on it, sacrifice this artifact. When you do, it deals 6 damage to each creature.
Artifact

Ramp
(CTRL to add secondary)
Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Ritual
Ritual
(CTRL to add secondary)
Maybeboard
Ojer Pakpatiq, Deepest Epoch
Flying
Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)
When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.)
When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it.
Legendary Creature - God


The Misty Mountains Cold
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III, IV — Create a Treasure token. Then if you control four or more Treasures, sacrifice this Saga. If you do, create a 6/6 red Dragon creature token with flying. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
I, II, III, IV — Create a Treasure token. Then if you control four or more Treasures, sacrifice this Saga. If you do, create a 6/6 red Dragon creature token with flying. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Enchantment - Saga

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a storm combo deck based around "},{"insert":{"card-link":"Prismari, the Inspiration"}},{"insert":". The basic idea is to sit back and ramp, occasionally clearing the board or countering spells, while setting up your hand for a combo turn. Once you play your commander, the goal is to win that turn or the next turn. There’s only 2 other creatures in the deck, and just over 50 instants and sorceries.\nThis is not a spellslinger deck; we are not built around spamming spells "},{"attributes":{"bold":true},"insert":"except"},{"insert":" for the combo turn. We do have plenty of recursion, so don't be afraid to cantrip to dig for combo pieces, especially going towards later turns where you should have enough mana to end the game. The graveyard is a resource.\nIn most cases, you won‘t need a storm count above 5 or 6 to end the game.\nFrom goldfishing, I have been able to pretty consistently present a winning combo from turn 6 to turn 8. Even though there aren’t any cards that make this deck bracket 3 individually, the speed of the win combo makes this deck better suited for bracket 3 games. \n\nGeneral turn outline:\nEarly game (~turns 1-3): Play mana rocks and use draw and filtering to ensure you hit your land drops. If you have "},{"insert":{"card-link":"Dual Strike"}},{"insert":" , foretelling it to set up a copy for a spell that draws and/or generates treasures is a great play.\nMid game (~turns 4-6): Continue to accumulate resources for the combo turn. The way I play the deck, Prismari is always played when I have a follow up immediately. You want to have enough mana available to be able to cast Prismari and follow it up with another spell, typically one that generates mana (and maybe draws cards). One or more of the cards in the Ritual category is often involved here. Copying a spell like "},{"insert":{"card-link":"Stock Up"}},{"insert":" , one of the draw + make treasures spells (like "},{"insert":{"card-link":"Big Score"}},{"insert":" ), or "},{"insert":{"card-link":"Solve the Equation"}},{"insert":" can be excellent setup. You'll also very likely want to play one or two board clears during these turns.\nCombo finish (typically turn 6 to turn 8): Time to storm off! There's a lot of different lines the combo can take, but it finishes with "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" (as your 6th spell is 6x7=42 damage), "},{"insert":{"card-link":"Comet Storm"}},{"insert":" , or "},{"insert":{"card-link":"Traumatic Critique"}},{"insert":" .\n"}]}



































































































