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Commander
Size: 100Salt sum: 30.05
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Arklem

434 views4 days ago
Commander
Size: 100Salt sum: 30.05

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{"ops":[{"attributes":{"bold":true},"insert":"Adeliz, the Cinder Wind — Razorstorm Academy"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Izzet Wizards / Prowess Aggro / Combat Storm / Tempo"},{"insert":"\nCurrent Version"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Build:"},{"insert":" Card Vault 1.0\n"},{"attributes":{"bold":true},"insert":"Current Power:"},{"insert":" approximately 52/100\n"},{"attributes":{"bold":true},"insert":"Long-Term Goal:"},{"insert":" maximum-power, non-cEDH Wizard combat-storm\n"},{"attributes":{"bold":true},"insert":"Pilot Difficulty:"},{"insert":" 4/5\n"},{"attributes":{"bold":true},"insert":"Commander Dependence:"},{"insert":" High\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition:"},{"insert":" A wide Wizard attack amplified by a chain of instants and sorceries\n"},{"attributes":{"bold":true},"insert":"Secondary Win Condition:"},{"insert":" A single oversized attacker supported by burn and tempo spells\nDeck Identity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Razorstorm Academy is not a traditional Izzet control deck. It does not want to spend ten turns sitting behind counterspells and slowly accumulating value.\nIt is an aggressive Wizard spellslinger deck that develops several cheap creatures, deploys Adeliz, and turns a sequence of small spells into a team-wide combat boost.\nThe basic plan is simple:\n"},{"attributes":{"bold":true},"insert":"Wizard → another Wizard → Adeliz → spell chain → lethal attack."},{"insert":"\nWhenever you cast an instant or sorcery, Adeliz gives every Wizard you control +1/+1 until end of turn. This means that even a harmless-looking cantrip, protection spell, bounce effect, or removal spell becomes a combat trick for the entire board.\nThe deck does not always need to cast ten spells in one turn. With four Wizards in play, even three or four cheap spells can generate a massive increase in damage.\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turns 1–2: Build the Team"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The first priority is developing cheap Wizards:\nBenthic Biomancer;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursecatcher;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mindspring Merfolk;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sage of Epityr;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tide Shaper;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elementalist Adept;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Razzle-Dazzler;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Augur of Bolas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"They do not need to be individually powerful threats. Their main purpose is to be on the battlefield before Adeliz arrives.\nCantrips should be used early when you need to find lands, fix your colors, or improve a weak hand. When your hand is already functional, it is often better to save some of them for the main attack turn.\nTurn 3: Adeliz or Further Setup"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Adeliz has haste, so she can attack immediately. That does not mean she should always be cast automatically on turn three.\nAgainst open removal, it can be better to:\ndeploy another Wizard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"keep Dive Down or Glint available;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"cast Adeliz one turn later with protection;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"force an opponent to spend removal on a less important creature first."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adeliz is the main damage multiplier. Losing her before combat can completely collapse the turn.\nTurns 4–6: Find the Window and Explode"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once the board is established, the deck wants to combine:\na cheap draw spell;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"evasion;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal or bounce for blockers;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"protection;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"additional Adeliz triggers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A typical sequence could look like:\n"},{"attributes":{"bold":true},"insert":"Enter the Enigma → Cerulean Wisps → Lightning Bolt → Dive Down in response to removal → attack."},{"insert":"\nEvery spell increases the power of the entire Wizard team. Enter the Enigma pushes through the most important attacker, Lightning Bolt removes a blocker, and Dive Down protects Adeliz without interrupting the spell chain.\nMain Card Roles"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cheap Wizards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One- and two-mana Wizards provide the battlefield presence that makes Adeliz dangerous. Having several small creatures is usually more important than developing one large threat.\nSpell-Chain Fuel"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most important cheap spells include:\nOpt;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thought Scour;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tune the Narrative;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cerulean Wisps;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Crash Through;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Warlord’s Fury;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faithless Looting;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enter the Enigma."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The best of these replace themselves, allowing you to trigger Adeliz without quickly emptying your hand.\nProtection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Dive Down;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glint;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Secret Identity;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You See a Guard Approach;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep Safe;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lofty Denial;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Leak;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Negate;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wizard’s Retort."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection is not purely defensive. During your own turn, every protection spell also creates another Adeliz trigger.\nTempo and Clearing the Attack"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Fading Hope;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unsummon;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blink of an Eye;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Into the Roil;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Harbinger of the Tides;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lightning Bolt;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Abrade;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wizard’s Lightning."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is not trying to control every permanent on the battlefield. It only needs to remove the pieces preventing a lethal attack or directly threatening its engine.\nThreats That Function Without Adeliz"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Razzle-Dazzler;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elementalist Adept;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Umara Mystic;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wee Dragonauts;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lightning Stormkin;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pteramander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards allow the deck to continue applying pressure when Adeliz has been removed or commander tax has become too expensive.\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Founding the Third Path"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This Saga helps prepare the graveyard, casts a cheap instant or sorcery without paying its mana cost, and later allows another spell to be cast from the graveyard.\nIt is slower than a normal cantrip, but it helps rebuild resources after the first offensive wave.\nFlame Jab"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One damage is not the important part.\nRetrace turns every unnecessary land into another spell from the graveyard. Each discarded land can become:\nanother Adeliz trigger;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another prowess trigger;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"one point of damage;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another step in the spell chain."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beamsplitter Mage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Beamsplitter Mage works best with spells that target only it. Copying Cerulean Wisps, Dive Down, or a similar trick can create additional value.\nIt should not be overestimated without enough suitable targeting spells.\nTrumpet Blast"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is the current budget finisher.\nIt triggers Adeliz and then gives every attacking creature an additional +2/+0. It is expensive and does not grant evasion, but with a wide battlefield it can still end the game immediately.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand should usually contain:\ntwo or three lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"access to both colors by turn three;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at least one cheap Wizard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another development piece or a cantrip;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"cheap protection or interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Example Keep"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Island, Mountain, dual land, Benthic Biomancer, Elementalist Adept, Opt, Dive Down.\nThis hand develops the battlefield, provides both colors, and allows Adeliz to enter with protection available.\nExample Mulligan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Five lands, Mind Stone, Pieces of the Puzzle.\nThis hand has no Wizards, no pressure, and no meaningful plan for the first three turns.\nDo not keep a hand simply because it can cast Adeliz. The commander is always available from the command zone.\nCommon Pilot Mistakes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Casting Adeliz Without a Follow-Up Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Adeliz is not especially threatening by herself. She needs Wizards on the battlefield and spells ready to be cast.\nSpending Every Cantrip Before Adeliz Arrives"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes this is necessary to find lands or colors. When the hand is already stable, save some fuel for the attack turn.\nAttacking Without Counting the Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each spell increases the power of every Wizard. Always calculate the total team-wide increase, not only the bonus on one creature.\nTrying to Control Everything"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Leak and Negate should usually protect your battlefield or your winning turn. They should not be wasted on every moderately useful spell an opponent casts.\nOverextending Into a Board Wipe"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes three Wizards are enough. Adding more creatures without increasing the chance of winning only makes the eventual reset more painful.\nWeaknesses of the Current Version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Card Vault 1.0 still has several important limitations:\nthe hand can run out of fuel after the first explosive turn;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the deck is heavily dependent on Adeliz;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the manabase contains too many tapped lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"several Wizards are mostly cheap bodies with limited abilities;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the deck lacks premium payoff cards such as Balmor and Harmonic Prodigy;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"rebuilding after a board wipe is difficult."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is still a transitional version, but it is the first build that genuinely executes the commander’s intended plan.\nPilot Doctrine"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"We are not trying to win every exchange. We build a small army, preserve our fuel, and wait for one opening in which the table can no longer stop the attack."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Razorstorm Academy should look harmless until a collection of small Wizards suddenly becomes a lethal wave of combat damage.\n"}]}
Adeliz, the Cinder Wind
Flying, haste
Whenever you cast an instant or sorcery spell, Wizards you control get +1/+1 until end of turn.
Legendary Creature - Human Wizard
Adeliz, the Cinder Wind (dom) 190

Commander

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Beamsplitter Mage
Whenever you cast an instant or sorcery spell that targets only this creature, if you control one or more other creatures that spell could target, choose one of those creatures. Copy that spell. The copy targets the chosen creature.
Creature - Wizard Vedalken
Beamsplitter Mage (grn) 155
Harmonic Prodigy
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
Creature - Human Wizard
Harmonic Prodigy (mh2) 132

Copy

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Mana Leak
Counter target spell unless its controller pays
.
Instant
Mana Leak (9ed) 86
Miscast
Counter target instant or sorcery spell unless its controller pays
.
Instant
Miscast (m21) 57
Razzle-Dazzler
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. It can't be blocked this turn.
Creature - Human Wizard
Razzle-Dazzler (otj) 63
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (dft) 64

Counters

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Ancestral Anger
Target creature gains trample and gets +X/+0 until end of turn, where X is 1 plus the number of cards named Ancestral Anger in your graveyard.
Draw a card.
Sorcery
Ancestral Anger (sos) 106
Augur of Bolas
When this creature enters, look at the top three 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.
Creature - Wizard Merfolk
Augur of Bolas (mm3) 30
Benthic Biomancer
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
Creature - Wizard Merfolk Mutant
Benthic Biomancer (rna) 32
Cerulean Wisps
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
Instant
Cerulean Wisps (shm) 31
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (lci) 48
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (tle) 157
Crash Through
Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Draw a card.
Sorcery
Crash Through (m19) 133
Enter the Enigma
Target creature can't be blocked this turn.
Draw a card.
Sorcery
Enter the Enigma (dsk) 52
Expedite
Target creature gains haste until end of turn.
Draw a card.
Instant
Expedite (cmr) 413
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 (cm2) 96
Fists of Flame
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Instant
Fists of Flame (tle) 166
Mindspring Merfolk
Exhaust —
,
: Draw X cards. Put a +1/+1 counter on each Merfolk creature you control. (Activate each exhaust ability only once.)
Creature - Wizard Merfolk
Mindspring Merfolk (dft) 51
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (xln) 65
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (who) 808
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
Thought Scour
Target player mills two cards.
Draw a card.
Instant
Thought Scour (ima) 76
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (thb) 159
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (soc) 205
Tune the Narrative
Draw a card. You get
(two energy counters).
Instant
Tune the Narrative (mh3) 75
Warlord's Fury
Creatures you control gain first strike until end of turn.
Draw a card.
Sorcery
Warlord's Fury (dom) 151
Windrider Wizard
Flying
Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Creature - Human Wizard
Windrider Wizard (znr) 87

Draw

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Tide Shaper
Kicker
(You may pay an additional
as you cast this spell.)
When this creature enters, if it was kicked, target land becomes an Island for as long as this creature remains on the battlefield.
This creature gets +1/+1 as long as an opponent controls an Island.
Creature - Wizard Merfolk
Tide Shaper (mh2) 72

Evasion

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Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (afr) 353
Island
(
: Add
.)
Basic Land - Island
Island (sos) 274
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (msc) 858
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (onc) 161
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 263
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (msc) 269
Temple of Epiphany
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Epiphany (m3c) 387
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (m11) 229
Vivid Creek
This land enters tapped with two charge counters on it.
: Add
.
, Remove a charge counter from this land: Add one mana of any color.
Land
Vivid Creek (lrw) 276

Land

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Founding the Third Path
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You may cast an instant or sorcery spell with mana value 1 or 2 from your hand without paying its mana cost.
II — Target player mills four cards.
III — Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
Enchantment - Saga
Founding the Third Path (dmu) 50

Mill

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Dive Down
Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Dive Down (xln) 53
Mizzium Skin
Target creature you control gets +0/+1 and gains hexproof until end of turn.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Mizzium Skin (rtr) 45
Secret Identity
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Instant
Secret Identity (spm) 43
Shore Up
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant
Shore Up (blb) 69
You See a Guard Approach
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
You See a Guard Approach (afr) 85

Protection

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Balmor, Battlemage Captain
Flying
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
Legendary Creature - Wizard Bird
Balmor, Battlemage Captain (dmu) 295
Dynacharge
Target creature you control gets +2/+0 until end of turn.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Dynacharge (plst) MM3-94
Electrostatic Infantry
Trample
Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature.
Creature - Wizard Dwarf
Electrostatic Infantry (dmu) 122
Elementalist Adept
Flash (You may cast this spell any time you could cast an instant.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature - Human Wizard
Elementalist Adept (fdn) 36
Ghitu Lavarunner
As long as there are two or more instant and/or sorcery cards in your graveyard, this creature gets +1/+0 and has haste. (It can attack and
as soon as it comes under your control.)
Creature - Human Wizard
Ghitu Lavarunner (fdn) 623
Spellweaver Eternal
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
Creature - Wizard Zombie Snake
Spellweaver Eternal (hou) 46
Stormchaser Mage
Flying, haste
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature - Human Wizard
Stormchaser Mage (ogw) 159
Temur Battle Rage
Target creature gains double strike until end of turn.
Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.
Instant
Temur Battle Rage (cmm) 264
Umara Mystic
Flying
Whenever you cast an instant, sorcery, or Wizard spell, this creature gets +2/+0 until end of turn.
Creature - Wizard Merfolk
Umara Mystic (znr) 238
Wee Dragonauts
Flying
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Creature - Wizard Faerie
Wee Dragonauts (grn) 214

Pump

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 192
Goblin Electromancer
Instant and sorcery spells you cast cost
less to cast.
Creature - Wizard Goblin
Goblin Electromancer (grn) 174
Kaza, Roil Chaser
Flying, haste
: The next instant or sorcery spell you cast this turn costs
less to cast, where X is the number of Wizards you control as this ability resolves.
Legendary Creature - Human Wizard
Kaza, Roil Chaser (otc) 232
Stonybrook Banneret
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Merfolk spells and Wizard spells you cast cost
less to cast.
Creature - Wizard Merfolk
Stonybrook Banneret (mor) 51
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (msc) 218

Ramp

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Dreadhorde Arcanist
Trample
Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature - Wizard Zombie
Dreadhorde Arcanist (j25) 539

Recursion

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Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
Instant
Abrade (hou) 83
Cursecatcher
Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays
.
Creature - Wizard Merfolk
Cursecatcher (a25) 53
Fading Hope
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Fading Hope (mid) 51
Flame Jab
Flame Jab deals 1 damage to any target.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Flame Jab (eve) 53
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) 406
Harbinger of the Tides
You may cast this spell as though it had flash if you pay
more to cast it. (You may cast it any time you could cast an instant.)
When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Creature - Wizard Merfolk
Harbinger of the Tides (ori) 58
Into the Roil
Kicker
(You may pay an additional
as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
Into the Roil (znr) 62
Lightning Axe
As an additional cost to cast this spell, discard a card or pay
.
Lightning Axe deals 5 damage to target creature.
Instant
Lightning Axe (tsp) 168
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (pd2) 17
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 57
Soul-Scar Mage
Prowess
If a source you control would deal noncombat damage to a creature an opponent controls, put that many -1/-1 counters on that creature instead.
Creature - Human Wizard
Soul-Scar Mage (akh) 148
Unsummon
Return target creature to its owner's hand.
Instant
Unsummon (m20) 78
Wizard's Lightning
This spell costs
less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any target.
Instant
Wizard's Lightning (dom) 152
Wizard's Retort
This spell costs
less to cast if you control a Wizard.
Counter target spell.
Instant
Wizard's Retort (jmp) 198

Removal

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Step Through
Return two target creatures to their owners' hands.
Wizardcycling
(
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Sorcery
Step Through (mh2) 392

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49 pips - 45 cards
26 mana - 25 cards
0 pips - 0 cards
0 mana - 5 cards
28 pips - 28 cards
19 mana - 19 cards
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{"ops":[{"attributes":{"bold":true},"insert":"Adeliz, the Cinder Wind — Razorstorm Academy"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Izzet Wizards / Prowess Aggro / Combat Storm / Tempo"},{"insert":"\nCurrent Version"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Build:"},{"insert":" Card Vault 1.0\n"},{"attributes":{"bold":true},"insert":"Current Power:"},{"insert":" approximately 52/100\n"},{"attributes":{"bold":true},"insert":"Long-Term Goal:"},{"insert":" maximum-power, non-cEDH Wizard combat-storm\n"},{"attributes":{"bold":true},"insert":"Pilot Difficulty:"},{"insert":" 4/5\n"},{"attributes":{"bold":true},"insert":"Commander Dependence:"},{"insert":" High\n"},{"attributes":{"bold":true},"insert":"Primary Win Condition:"},{"insert":" A wide Wizard attack amplified by a chain of instants and sorceries\n"},{"attributes":{"bold":true},"insert":"Secondary Win Condition:"},{"insert":" A single oversized attacker supported by burn and tempo spells\nDeck Identity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Razorstorm Academy is not a traditional Izzet control deck. It does not want to spend ten turns sitting behind counterspells and slowly accumulating value.\nIt is an aggressive Wizard spellslinger deck that develops several cheap creatures, deploys Adeliz, and turns a sequence of small spells into a team-wide combat boost.\nThe basic plan is simple:\n"},{"attributes":{"bold":true},"insert":"Wizard → another Wizard → Adeliz → spell chain → lethal attack."},{"insert":"\nWhenever you cast an instant or sorcery, Adeliz gives every Wizard you control +1/+1 until end of turn. This means that even a harmless-looking cantrip, protection spell, bounce effect, or removal spell becomes a combat trick for the entire board.\nThe deck does not always need to cast ten spells in one turn. With four Wizards in play, even three or four cheap spells can generate a massive increase in damage.\nMain Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turns 1–2: Build the Team"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The first priority is developing cheap Wizards:\nBenthic Biomancer;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursecatcher;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mindspring Merfolk;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sage of Epityr;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tide Shaper;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elementalist Adept;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Razzle-Dazzler;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Augur of Bolas."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"They do not need to be individually powerful threats. Their main purpose is to be on the battlefield before Adeliz arrives.\nCantrips should be used early when you need to find lands, fix your colors, or improve a weak hand. When your hand is already functional, it is often better to save some of them for the main attack turn.\nTurn 3: Adeliz or Further Setup"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Adeliz has haste, so she can attack immediately. That does not mean she should always be cast automatically on turn three.\nAgainst open removal, it can be better to:\ndeploy another Wizard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"keep Dive Down or Glint available;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"cast Adeliz one turn later with protection;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"force an opponent to spend removal on a less important creature first."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Adeliz is the main damage multiplier. Losing her before combat can completely collapse the turn.\nTurns 4–6: Find the Window and Explode"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once the board is established, the deck wants to combine:\na cheap draw spell;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"evasion;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal or bounce for blockers;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"protection;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"additional Adeliz triggers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A typical sequence could look like:\n"},{"attributes":{"bold":true},"insert":"Enter the Enigma → Cerulean Wisps → Lightning Bolt → Dive Down in response to removal → attack."},{"insert":"\nEvery spell increases the power of the entire Wizard team. Enter the Enigma pushes through the most important attacker, Lightning Bolt removes a blocker, and Dive Down protects Adeliz without interrupting the spell chain.\nMain Card Roles"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cheap Wizards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One- and two-mana Wizards provide the battlefield presence that makes Adeliz dangerous. Having several small creatures is usually more important than developing one large threat.\nSpell-Chain Fuel"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most important cheap spells include:\nOpt;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thought Scour;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tune the Narrative;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cerulean Wisps;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Crash Through;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Warlord’s Fury;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Faithless Looting;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enter the Enigma."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The best of these replace themselves, allowing you to trigger Adeliz without quickly emptying your hand.\nProtection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Dive Down;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glint;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Secret Identity;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You See a Guard Approach;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keep Safe;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lofty Denial;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Leak;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Negate;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wizard’s Retort."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection is not purely defensive. During your own turn, every protection spell also creates another Adeliz trigger.\nTempo and Clearing the Attack"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Fading Hope;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unsummon;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blink of an Eye;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Into the Roil;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Harbinger of the Tides;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lightning Bolt;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Abrade;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wizard’s Lightning."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck is not trying to control every permanent on the battlefield. It only needs to remove the pieces preventing a lethal attack or directly threatening its engine.\nThreats That Function Without Adeliz"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Razzle-Dazzler;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elementalist Adept;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Umara Mystic;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wee Dragonauts;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lightning Stormkin;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pteramander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards allow the deck to continue applying pressure when Adeliz has been removed or commander tax has become too expensive.\nKey Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Founding the Third Path"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This Saga helps prepare the graveyard, casts a cheap instant or sorcery without paying its mana cost, and later allows another spell to be cast from the graveyard.\nIt is slower than a normal cantrip, but it helps rebuild resources after the first offensive wave.\nFlame Jab"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One damage is not the important part.\nRetrace turns every unnecessary land into another spell from the graveyard. Each discarded land can become:\nanother Adeliz trigger;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another prowess trigger;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"one point of damage;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another step in the spell chain."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beamsplitter Mage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Beamsplitter Mage works best with spells that target only it. Copying Cerulean Wisps, Dive Down, or a similar trick can create additional value.\nIt should not be overestimated without enough suitable targeting spells.\nTrumpet Blast"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is the current budget finisher.\nIt triggers Adeliz and then gives every attacking creature an additional +2/+0. It is expensive and does not grant evasion, but with a wide battlefield it can still end the game immediately.\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A good opening hand should usually contain:\ntwo or three lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"access to both colors by turn three;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"at least one cheap Wizard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"another development piece or a cantrip;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"cheap protection or interaction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Example Keep"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Island, Mountain, dual land, Benthic Biomancer, Elementalist Adept, Opt, Dive Down.\nThis hand develops the battlefield, provides both colors, and allows Adeliz to enter with protection available.\nExample Mulligan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Five lands, Mind Stone, Pieces of the Puzzle.\nThis hand has no Wizards, no pressure, and no meaningful plan for the first three turns.\nDo not keep a hand simply because it can cast Adeliz. The commander is always available from the command zone.\nCommon Pilot Mistakes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Casting Adeliz Without a Follow-Up Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Adeliz is not especially threatening by herself. She needs Wizards on the battlefield and spells ready to be cast.\nSpending Every Cantrip Before Adeliz Arrives"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes this is necessary to find lands or colors. When the hand is already stable, save some fuel for the attack turn.\nAttacking Without Counting the Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Each spell increases the power of every Wizard. Always calculate the total team-wide increase, not only the bonus on one creature.\nTrying to Control Everything"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Leak and Negate should usually protect your battlefield or your winning turn. They should not be wasted on every moderately useful spell an opponent casts.\nOverextending Into a Board Wipe"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes three Wizards are enough. Adding more creatures without increasing the chance of winning only makes the eventual reset more painful.\nWeaknesses of the Current Version"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Card Vault 1.0 still has several important limitations:\nthe hand can run out of fuel after the first explosive turn;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the deck is heavily dependent on Adeliz;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the manabase contains too many tapped lands;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"several Wizards are mostly cheap bodies with limited abilities;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the deck lacks premium payoff cards such as Balmor and Harmonic Prodigy;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"rebuilding after a board wipe is difficult."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is still a transitional version, but it is the first build that genuinely executes the commander’s intended plan.\nPilot Doctrine"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"We are not trying to win every exchange. We build a small army, preserve our fuel, and wait for one opening in which the table can no longer stop the attack."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Razorstorm Academy should look harmless until a collection of small Wizards suddenly becomes a lethal wave of combat damage.\n"}]}
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