4.4k
11/26/2024
Ghyrson Starn - Pingers/Spellslinger
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $615.34
Salt sum: 47.79
4.4k
11/26/2024
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Commander

Quantity: 1Price: $0.00
Ghyrson Starn, Kelermorph

Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Three Autostubs — Whenever another source you control deals exactly 1 damage to a permanent or player, Ghyrson Starn deals 2 damage to that permanent or player.

Creature
Ghyrson Starn, Kelermorph (40k) 124★

Commander

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Enchantment

Quantity: 8Price: $33.32
Circle of Flame

Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.

Enchantment
Circle of Flame (m15) 135
Curiosity

Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

Enchantment
Curiosity (jmp) 147
Manabarbs

Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.

Enchantment
Manabarbs (m12) 150
Mystic Remora

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays {4}.

Enchantment
Mystic Remora (dmr) 59
Ophidian Eye

Flash (You may cast this spell any time you could cast an instant.) Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

Enchantment
Ophidian Eye (tsp) 70
Repercussion

Whenever a creature is dealt damage, this enchantment deals that much damage to that creature's controller.

Enchantment
Repercussion (sld) 1065
Sigil of Sleep

Enchant creature Whenever enchanted creature deals damage to a player, return target creature that player controls to its owner's hand.

Enchantment
Sigil of Sleep (ddi) 25
The Apprentice's Folly

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose target nontoken creature you control that doesn't have the same name as a token you control. Create a token that's a copy of it, except it isn't legendary, is a Reflection in addition to its other types, and has haste. III — Sacrifice all Reflections you control.

Enchantment
The Apprentice's Folly (woe) 200

Enchantment

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Sorcery

Quantity: 12Price: $58.14
Chain Reaction

Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.

Sorcery
Chain Reaction (onc) 97
Dance with Calamity

Shuffle your library. As many times as you choose, you may exile the top card of your library. If the total mana value of the cards exiled this way is 13 or less, you may cast any number of spells from among those cards without paying their mana costs.

Sorcery
Dance with Calamity (moc) 29
End the Festivities

End the Festivities deals 1 damage to each opponent and each creature and planeswalker they control.

Sorcery
End the Festivities (vow) 155
Fabricate

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Sorcery
Fabricate (plst) M10-52
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (dmc) 122
Gamble

Search your library for a card, put that card into your hand, discard a card at random, then shuffle.

Sorcery
Gamble (dmr) 121
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (clb) 799
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 (ncc) 229
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 (otc) 107
Smash to Dust

Choose one — • Destroy target artifact. • Destroy target creature with defender. • Smash to Dust deals 1 damage to each creature your opponents control.

Sorcery
Smash to Dust (dmu) 144
Tectonic Hazard

Tectonic Hazard deals 1 damage to each opponent and each creature they control.

Sorcery
Tectonic Hazard (lci) 169
Vandalblast

Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Vandalblast (plst) C15-170

Sorcery

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Artifact

Quantity: 8Price: $62.82
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (40k) 229
Basilisk Collar

Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Basilisk Collar (clb) 300
Brass's Tunnel-Grinder

Artifact
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135
Caltrops

Whenever a creature attacks, Caltrops deals 1 damage to it.

Artifact
Caltrops (7ed) 288
Izzet Signet

{1}, {T}: Add {U}{R}.

Artifact
Izzet Signet (clb) 863
Lightning Greaves

Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}

Artifact
Lightning Greaves (clb) 864
Shadowspear

Equipped creature gets +1/+1 and has trample and lifelink. {1}: Permanents your opponents control lose hexproof and indestructible until end of turn. Equip {2}

Artifact
Shadowspear (plst) THB-236
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (brc) 160

Artifact

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Instant

Quantity: 17Price: $173.97
An Offer You Can't Refuse

Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Instant
An Offer You Can't Refuse (snc) 51
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (40k) 192
Consider

Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Draw a card.

Instant
Consider (clu) 84
Counterspell

Counter target spell.

Instant
Counterspell (plst) CMR-395
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (2xm) 47
Electrickery

Electrickery deals 1 damage to target creature you don't control. Overload {1}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Electrickery (rtr) 93
Electrolyze

Electrolyze deals 2 damage divided as you choose among one or two targets. Draw a card.

Instant
Electrolyze (ima) 198
Fact or Fiction

Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.

Instant
Fact or Fiction (dmr) 48
Force of Will

You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost. Counter target spell.

Instant
Force of Will (dmr) 50
Memory Deluge

Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Memory Deluge (mid) 62
Negate

Counter target noncreature spell.

Instant
Negate (dmu) 58
Opt

Scry 1. (Look at the top card of your library. You may put that card on the bottom.) Draw a card.

Instant
Opt (otc) 104
Polymorphist's Jest

Until end of turn, each creature target player controls loses all abilities and becomes a blue Frog with base power and toughness 1/1.

Instant
Polymorphist's Jest (c17) 90
Reiterate

Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Copy target instant or sorcery spell. You may choose new targets for the copy.

Instant
Reiterate (tsr) 182
Swan Song

Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.

Instant
Swan Song (c16) 98
Swerve

Change the target of target spell with a single target.

Instant
Swerve (ala) 200
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174

Instant

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Basic Lands

Quantity: 20Price: $7.00
Island

({T}: Add {U}.)

Land
Island (40k) 307
Mountain

({T}: Add {R}.)

Land
Mountain (40k) 315

Basic Lands

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Land

Quantity: 13Price: $95.37
Cascade Bluffs

{T}: Add {C}. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.

Land
Cascade Bluffs (ncc) 390
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (brc) 178
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (brc) 185
Izzet Boilerworks

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{R}.

Land
Izzet Boilerworks (2x2) 326
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (brc) 196
Riverglide Pathway

Land
Riverglide Pathway // Lavaglide Pathway (znr) 264Riverglide Pathway // Lavaglide Pathway (znr) 264
Scalding Tarn

{T}, 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
Shivan Gorge

{T}: Add {C}. {2}{R}, {T}: Shivan Gorge deals 1 damage to each opponent.

Land
Shivan Gorge (dmc) 232
Steam Vents

({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Steam Vents (grn) 257
Stormcarved Coast

This land enters tapped unless you control two or more other lands. {T}: Add {U} or {R}.

Land
Stormcarved Coast (vow) 265
Sulfur Falls

This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.

Land
Sulfur Falls (plst) DOM-247
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.) {T}: Add {U} or {R}.

Land
Temple of Epiphany (40k) 298
Training Center

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {R}.

Land
Training Center (plst) CMR-358

Land

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Creature

Quantity: 20Price: $155.16
Chandra's Incinerator

This spell costs {X} less to cast, where X is the total amount of noncombat damage dealt to your opponents this turn. Trample Whenever a source you control deals noncombat damage to an opponent, this creature deals that much damage to target creature or planeswalker that player controls.

Creature
Chandra's Incinerator (m21) 136
Coruscation Mage

Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.

Creature
Coruscation Mage (blb) 131
Electrostatic Field

Defender Whenever you cast an instant or sorcery spell, this creature deals 1 damage to each opponent.

Creature
Electrostatic Field (grn) 97
Exalted Flamer of Tzeentch

Sorcerous Inspiration — At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Fire of Tzeentch — Whenever you cast an instant or sorcery spell, this creature deals 1 damage to each opponent.

Creature
Exalted Flamer of Tzeentch (40k) 119
Firebrand Archer

Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.

Creature
Firebrand Archer (plst) HOU-92
Firespitter Whelp

Flying Whenever you cast a noncreature or Dragon spell, this creature deals 1 damage to each opponent.

Creature
Firespitter Whelp (fdn) 197
Giggling Skitterspike

Indestructible Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)

Creature Artifact
Giggling Skitterspike (dsc) 39
Goblin Chainwhirler

First strike When this creature enters, it deals 1 damage to each opponent and each creature and planeswalker they control.

Creature
Goblin Chainwhirler (dom) 129
Hissing Iguanar

Whenever another creature dies, you may have this creature deal 1 damage to target player or planeswalker.

Creature
Hissing Iguanar (2x2) 113
Imperial Recruiter

When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 281
Kessig Flamebreather

Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.

Creature
Kessig Flamebreather (vow) 164
Niv-Mizzet, Parun

This spell can't be countered. Flying Whenever you draw a card, Niv-Mizzet deals 1 damage to any target. Whenever a player casts an instant or sorcery spell, you draw a card.

Creature
Niv-Mizzet, Parun (rvr) 438
Niv-Mizzet, Visionary

Flying You have no maximum hand size. Whenever a source you control deals noncombat damage to an opponent, you draw that many cards.

Creature
Niv-Mizzet, Visionary (fdn) 350
Razorkin Needlehead

This creature has first strike during your turn. Whenever an opponent draws a card, this creature deals 1 damage to them.

Creature
Razorkin Needlehead (dsk) 153
Sakashima of a Thousand Faces

You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

Creature
Sakashima of a Thousand Faces (cmr) 89Sakashima of a Thousand Faces (cmr) 89
Sardian Avenger

First strike, trample Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of artifacts your opponents control. Whenever an artifact an opponent controls is put into a graveyard from the battlefield, this creature deals 1 damage to that player.

Creature
Sardian Avenger (brc) 23
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 {1} less to cast.

Creature
Stormcatch Mentor (blb) 385
Tandem Lookout

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Tandem Lookout is paired with another creature, each of those creatures has "Whenever this creature deals damage to an opponent, draw a card."

Creature
Tandem Lookout (plst) MM3-53
Thunderclap Drake

Flying Instant and sorcery spells you cast cost {1} less to cast. {2}{U}, 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
Thunderclap Drake (otc) 17
Unruly Catapult

Defender {T}: This creature deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap this creature.

Creature Artifact
Unruly Catapult (woe) 156

Creature

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Planeswalker

Quantity: 1Price: $1.99
Ral, Storm Conduit

Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker. +2: Scry 1. −2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

Planeswalker
Ral, Storm Conduit (war) 211

Planeswalker

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Sideboard

Quantity: 9Price: $27.57
Anzrag's Rampage

Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.

Sorcery
Anzrag's Rampage (mkm) 111
Archmage of Runes

Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, draw a card.

Creature
Archmage of Runes (fdn) 30
Electroduplicate

Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." Flashback {2}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Electroduplicate (fdn) 328
Erebor Flamesmith

Whenever you cast an instant or sorcery spell, this creature deals 1 damage to each opponent.

Creature
Erebor Flamesmith (ltr) 122
Goblin Electromancer

Instant and sorcery spells you cast cost {1} less to cast.

Creature
Goblin Electromancer (otc) 228
Mystical Tutor

Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.

Instant
Mystical Tutor (dmr) 60
Rite of the Dragoncaller

Whenever you cast an instant or sorcery spell, create a 5/5 red Dragon creature token with flying.

Enchantment
Rite of the Dragoncaller (fdn) 92
Scalding Viper

Creature
Scalding Viper // Steam Clean (woe) 235
Trophy Mage

When this creature enters, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.

Creature
Trophy Mage (ddu) 42

Sideboard

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Maybeboard

Quantity: 14Price: $55.43
Barbed Wire

At the beginning of each player's upkeep, this artifact deals 1 damage to that player. {2}: Prevent the next 1 damage that would be dealt by this artifact this turn.

Artifact
Barbed Wire (mmq) 287
Blazing Volley

Blazing Volley deals 1 damage to each creature your opponents control.

Sorcery
Blazing Volley (iko) 107
Burning Earth

Whenever a player taps a nonbasic land for mana, this enchantment deals 1 damage to that player.

Enchantment
Burning Earth (m14) 130
Flameblade Angel

Flying Whenever a source an opponent controls deals damage to you or a permanent you control, you may have this creature deal 1 damage to that source's controller.

Creature
Flameblade Angel (soi) 157
Grafted Exoskeleton

Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever Grafted Exoskeleton becomes unattached from a permanent, sacrifice that permanent. Equip {2}

Artifact
Grafted Exoskeleton (som) 162
Grapeshot

Grapeshot deals 1 damage to any target. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Sorcery
Grapeshot (tsr) 166
Harmonic Prodigy

Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If an ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.

Creature
Harmonic Prodigy (mh2) 132
Immolation Shaman

Whenever an opponent activates an ability of an artifact, creature, or land that isn't a mana ability, this creature deals 1 damage to that player. {3}{R}{R}: This creature gets +3/+3 and gains menace until end of turn.

Creature
Immolation Shaman (rna) 106
Impact Tremors

Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.

Enchantment
Impact Tremors (plst) DTK-140
The Locust God

Flying Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste. {2}{U}{R}: Draw a card, then discard a card. When The Locust God dies, return it to its owner's hand at the beginning of the next end step.

Creature
The Locust God (plst) C20-219
Thousand-Year Storm

Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.

Enchantment
Thousand-Year Storm (2x2) 286
Vadrik, Astral Archmage

If it's neither day nor night, it becomes day as Vadrik enters. Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power. Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.

Creature
Vadrik, Astral Archmage (mid) 248
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (cmm) 859
Winds of Change

Each player shuffles the cards from their hand into their library, then draws that many cards.

Sorcery
Winds of Change (por) 156

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
37 pips - 31 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 4 cards
45 pips - 37 cards
28 mana - 26 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
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Deck Tokens & Extras (5)

Description

{"ops":[{"insert":"Ghyrson Starn, Kelermorph\n\nDealing 1 damage, via a source \"you\" control, causes Ghyrson to deal 2 damage. So we need things that cause 1 damage, and we need to control them. I opted to turn this deck into a few pingers, but mostly a spell-slinger with a supporting cast of \"when you cast a non-creature/instant/sorcery, X card deals 1 damage to Y\". I found this to be the most appealling strategy to me, and the least likely to be gummed up by the kinds of plays that occur at my local meta.\n\nBasically, we want to get a pinger (those with abilities to deal 1 damage) out onto the field as soon as possible. Ghyrson comes out on turn three very reliably, as he should, so we want there to be something there to support him. This starts the downward spiral of health for opponents. I went with pingers that usually untap on conditions, or deal damage when I cast spells , so that I can keep up the damage as I continue to develop my boardstate.\n\nThis leads to fishing for curiosity or equipment. Laying down creatures as able, and spells to keep up the damage, can lead to some fun combos via wizard/shaman effect doubling from Harmonic. There's also doubling for the creatures that are dealing damage when I cast spells. These effects take 13 (39 HP / 3 damage) hits to \"finish\" most opponents, who will likely have taken a little damage in other ways. \n\nLocking up the game isn't too hard, with \"selective stax\" pieces existing in mana barbs, repercussion, and caltrops effects. Just MAKE SURE you have that pinger out from earlier, otherwise you can't threaten to win by attrition, and no one wants the game locked down without a win in clear sight. Bonus points from this section if you have Sakashima out before locking down the game with barbs. Everything is funny until everyone is taking 5 damage each time they tap their lands for mana.\n\nThe game ends via Niv-Mizzet or Scarab God combos, combining them with the myriad of card draw enchantments. Mizzet just kills them via his loop, whereas Scarab God gives us hasty flying bugs which deal 1 damage. There's also the repercussion/Chandra's Incinerator combo, but that one is too sus to discuss. All are fun for Ghyrson.\n\nLOADS of overlap and meshing synergies here. Lots of things help each other out. Don't be surprised if turn 4, you are looking at a win with whats in your hand. Have definitely won with just 4 basic lands an a signet before, due to how low to the ground the AMC is. \n\nVery fun deck IMO. Local meta calls it \"brutal\", definitely ask before you play a deck like this. Runs away with the game with even a mediocre start against decks that aren't \"powerful\". Also, people will be grabbing at your cards and re-reading them over and over if you put sigil of sleep on Ghyrson. That card is the most rage-inducing one in this deck. Everyone thinks their Sheldred is funny until you bounce it turn after turn.\n"}]}

Leave a comment

{"ops":[]}
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TyrealMortal avatarTyrealMortal 12 months
{"ops":[{"insert":"In the spirit of renouncing \"win more\" cards, and to try to stream-line the playstyle of this deck, I am once again moving things around.\n\nZirilian of the Claw is a 5-drop dragon that goes and gets another dragon the following turn. Tutoring for Niv-Mizzet sounds like a good deal to me, but more importantly Zirilian bridges a very important gap. Prior to now, I didn't have a great way to get from 4 mana creatures to 6 mana creatures. If I had tried to chain Pyre of Heroes, I wouldn't have been able to get Niv. Now, not only do I have a dragon that tutors for Niv but I also have that bridge. I don't think I will be using PoH to fetch Niv, but if I wanted to now I CAN do it. This is contrasted with the Locust God, who doesn't really have a great place in this deck. He does the \"thing\", but not in the direction I want. Much better suited for a 1/X combat profile deck with Ghyrson, so he's gone.\n\nTectonic is strictly better than blazing volley.\n\nThousand Year Storm was nasty, but the fact that I have to invest so much into it makes me sad. On the contrary, Parallel Thoughts is a 7-card tutor. This deck excels at drawing cards when it needs to, so I am not afraid of hiding value in parallel thoughts.\n\n\n"}]}
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TyrealMortal avatarTyrealMortal 18 months
{"ops":[{"insert":"Removed Gorgon's Head, added Reiterate. I've legit never played Gorgon's Head, I never went to get it over getting the Basilisk Collar, and there is now a way to potentially steal a win with Reiterate copying a big spell.\n"}]}
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TyrealMortal avatarTyrealMortal 18 months
{"ops":[{"insert":"Putting in a note here to sing the praises of Repercussion. More than Ghyrson, this card should be kill-on-sight for your opponents. Or counter-on-cast. However they do it, they really shouldn't let you keep this enchantment on the battlefield. Of all the cards that I have, this one is the most surprising to other players as they fully grasp how it works in this deck. It is, by a large amount, the best value per dollar spent in this deck and presents enough self-danger to it that I doubt I will ever feel like it is a cheap victory. \n\nStep 1: Resolve Repercussion\nStep 2: Cast Electrickery/End The Festivities\nStep 3: ???\nStep 4: Profit\n"}]}
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TyrealMortal avatarTyrealMortal 20 months
{"ops":[{"insert":"I have had a new thought about the direction to take this deck in. I think, rather than building a web of storm-esque effects and inst/sorc recopying effects I might just want to sub out to get more value per cast by reducing mana costs. \n\nThe web that I have built in this deck is a little convoluted, and is never where the driving force behind this deck comes from. Cards like Firebrand Archer or Kessig Flamebreather are definitely higher priority engines, directly contributing damage, than things like Veyran or Harmonic Prodigy. The latter seek to passively boost my other effects, but don't really help me out in the first place. So I am looking at getting rid of some of these interconnected cards in favor of better upfront effects. Like, impact tremors really only plays nicely with Locust God, who makes bugs that themselves ping with Ghyrson. Impact tremors is literally just an extra step. \n\nTook out: \nImmolation Shaman\nHarmonic Prodigy\nImpact Tremors\n\nPut In:\nGoblin Electromancer\nVadrik, Astral Archmage\nImperial Recruiter\n\nAgain, looking for straight value here. The more I can churn through, the better the outcome can be. The first two creatures come down and immediately make inst/sorc cost less. Imperial Recruiter helps me by allowing me to grab most of my decks creatures. Tandem lookout for card draw? Any of my choice pingers? So much of this deck has a power less than or equal to two, that this seems like a really safe method to gather pieces I might need.\n"}]}
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TyrealMortal avatarTyrealMortal 21 months
{"ops":[{"insert":"Had a game the other day where I was really struggling to get things moving on the board due to repeated early interaction with Ghyrson. I couldn't really get the card draw I wanted because I wasn't getting my wheels turning, and that let another player win by attrition after something like 15 turns. To help against this I am working on retooling my card SELECTION package, to help better align my options in high-power games. Basically, where I had previously only had Gamble as strict card selection, now I'll be bringing in some other options to help me form my lines. \n\nTook out:\nOpt\nThrill of Possibilities\n\nPut In:\nMystical Tutor\nMemory Deluge\n\nLets face it, opt is weak as hell in this deck. Its primary role, previously, was instant speed card draw to get a Niv-Mizzet loop turning. Now, though, I can replace it with a card that can help me go grab other shit and possibly make better moves. While previously I had tried to stay away from tutors, I have caved. I'm just tired of not being able to close out a game, and hoping for the one selection option I have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thrill is neat, but I like the options that Memory Deluge gives me more. If fully played out, it gives you 4 cards to hand and sight of a total of 11. Seems great to me."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Edited 5/3/2023, 12:07:21 AM
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TyrealMortal avatarTyrealMortal 22 months
{"ops":[{"insert":"Took Out:\nCinder Pyromancer\n\nPut In:\nChain Reaction\n\nAfter reviewing old thoughts about B. Act, I don't see any reason to not play it or another board wipe. Thankfully, I found chain reaction. In thinking about my current game plan I realized that most of my games don't go off of tapping pingers, and if I am not going to use this deck for that purpose then I should just go all-in on spell-slinging. So that means Cinder Pyromancer gets cut. Chain Reaction represents a low likelihood of fucking up a Dance with Calamity, and is a suitable board wipe for me to keep around. \n\nAlso, one of these days some smug little shit is going to catch a Repercussion -> Chain Reaction on their huge boardstate and somehow not be able to respond with a counterspell. On that day, I will be transported to Izzet Valhalla by a red and blue Valkyrie. \n\n"}]}
Edited 4/18/2023, 6:59:21 AM
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TyrealMortal avatarTyrealMortal 22 months
{"ops":[{"insert":"Huge revelation here on the text front. When looking for cards, make sure to check for \"deal 1 damage\" AND \"deals 1 damage\". Deal 1 damage references syntax that has a MAY clause, whereas deals 1 damage has a must. Very important and eye-opening distinction. This difference is why I think a lot of Ghyrson Decks aren't using Flameblade Angel. Thankfully, there aren't many cards that have this syntax, so we aren't missing much.\n"}]}
Edited 4/19/2023, 1:45:46 AM
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TyrealMortal avatarTyrealMortal 22 months
{"ops":[{"insert":"Took Out:\nPink Horror\nBlasphemous Act\n\nPut in: \nUrabrask // The Great Work\nThousand Year Storm\n\nBlasphemous Act isn't jiving well with the math for Dance with Calamity. I wanted it, originally, to be a stand-in for my board-wide damage after a boardwipe for when Reprecussion was on the field. Someone wants to destroy me, I'll destroy them in return with a boardwipe. Those moments are when this deck struggles, after all. But I've decided with the MoM cards coming in, that it would be smarter to just play into the effects that I am already playing into instead of hoping to crush some poor soul for thinking they'd leave me alive after a one-sided board wipe. The main issue, from B. Act, comes from Dance with Calamity. B. Act has a mana value of 9. Having this, at all, in my deck makes the math hard to do. Do I keep drawing? Do I still want to hit on 5MV worth of cards? If I can bring this cost down, that'd be much better. It gives me something, but it isn't EXACTLY what I want. Similar logic was in the pink horror. Blue horrors, the spawns of the Pink horror, are great if I could just make them. But I can't. Further, this card would be amazing if it was a 3/3, such that I could kill it with one of my own spells for the added value. Again, no dice. So I am left with this awkward card, which by turn 5, when I could bring it out, most everyone at the table has been \"bolted\" about 3 times by my commander and is starting to get wise to my tricks. I am left to beg that someone not chump-block the card, and give me the blue horrors that I want. This deck likes begging as much as it likes protection from red/blue. Both B. Act and Pink Horror are thus out the deck. \n\nComing in is Urabrask. Like Defiler of Instinct, it plays with mana and spells casting. Unlike Defiler, it cares about instants and sorceries, which we care about more. This card has a huge price, and it makes sense. Everything about it is nutty. Thousand year story just piggy-backs on Urabrask synergies and Dance with Calamity. Honestly, this card is just nasty. \n"}]}
Edited 4/18/2023, 8:19:41 AM
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TyrealMortal avatarTyrealMortal 22 months
{"ops":[{"insert":"Took out:\nArchmage Emeritus\n\nPut in:\nDance with Calamity\nDwC is too fucking good to not put in this deck. I've gotta figure out where it goes. I don't know if Emeritus has a high enough mana cost to be the right trade-out for this; I'm thinking it might be blasphemous act. Can't tell. "},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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TyrealMortal avatarTyrealMortal 2 years
{"ops":[{"insert":"Took out: \nBurning Earth\nBlazing Volley\n\nPut in:\nRepercussion\nBlasphemous Act\n\nLooking for strict power-ups here. I've known that I wanted Repercussion in this deck for awhile, given that it greatly expands my damage potential. Still, something had to come out. Local meta already knows to fear the mana barbs coming online; Burning Earth didn't seem like it was that scary, and in a lot of cases Repercussion is strictly better for damage projections. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blasphemous is in, and Blazing Volley is out. This is to help give some gas to the Repercussion, while not potentially missing out on someone having 2 creatures on their board. Definitely a dangerous play, but as written the B. Act has to resolve before we see the damage. Also, helps me keep off opponents who think all my deck can do is churn life totals with Ghyrson. "},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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TyrealMortal avatarTyrealMortal 2 years
{"ops":[{"insert":"Took out:\nBraid of Fire\nGrapeshot\nCulmination of Studies\nYoung Pyromancer\nDramatic Reversal\n\n\nPut in:\nMystic Remora\nThrill of Possibilities\nFact or Fiction\nHissing Iguanar\nGamble\n\nBraid just wasn't holding its weight in this deck. There were instances where I wanted something else, or to draw cards, instead of hopefully setting up an instant-bomb at the start of a turn. So I put in more card draw, via Remora. Enchantment in, enchantment out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Grapeshot could be good late game, but I'd only ever seen it be stand-out once. I'd rather have more cards in my hand than more damage, which this deck has in spades. Instead, Thrill helps with some card draw and is and still combos with my \"cast instant or sorcery\" cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Culmination was a non-bo. I didn't know how it worked went I put it into the deck, and once I did I was let down by how effective it was. Big issue is lands aren't \"colored\" for the sake of the second effect, so you can't get treasures and card draw/damage. So I cut it. FoF gives me some interaction at the table, challenges people to see my strategy, and gives me 5 cards that I can possibly get from."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Young Pyro made bodies, but I never seemed to make enough to matter. Meanwhile, punishing enemies that have some infinite sac-outlet seems better, and can also punish boardwipes. So Iguanar makes a jump to the big leagues. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gamble is gamble. Dramatic has a few fun combos within the deck, but I'd rather get the chance to fetch a card I want. The price is also great. "},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Edited 2/8/2023, 1:05:43 AM
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TyrealMortal avatarTyrealMortal 2 years
{"ops":[{"insert":"1 Arcane Signet\n1 Archmage Emeritus\n1 Basilisk Collar\n1 Blazing Volley\n1 Braid of Fire\n1 Brainstorm\n1 Burning Earth\n1 Caltrops\n1 Cascade Bluffs\n1 Chandra's Incinerator\n1 Cinder Pyromancer\n1 Circle of Flame\n1 Command Tower\n1 Counterspell\n1 Culmination of Studies\n1 Curiosity\n1 Cyclonic Rift\n1 Dramatic Reversal\n1 Electrickery\n1 Electrolyze\n1 Electrostatic Field\n1 End the Festivities\n1 Exalted Flamer of Tzeentch\n1 Exotic Orchard\n1 Fabricate\n1 Faithless Looting\n1 Fellwar Stone\n1 Firebrand Archer\n1 First Volley\n1 Gelectrode\n1 Ghyrson Starn, Kelermorph\n1 Goblin Chainwhirler\n1 Goblin Sharpshooter\n1 Gorgon's Head\n1 Grafted Exoskeleton\n1 Grapeshot\n1 Harmonic Prodigy\n1 Immolation Shaman\n1 Impact Tremors\n9 Island\n1 Izzet Boilerworks\n1 Izzet Signet\n1 Izzet Staticaster\n1 Jeska's Will\n1 Kessig Flamebreather\n1 Lightning Greaves\n1 Manabarbs\n1 Midnight Clock\n10 Mountain\n1 Negate\n1 Niv-Mizzet, Parun\n1 Niv-Mizzet, the Firemind\n1 Ophidian Eye\n1 Opt\n1 Pink Horror\n1 Polymorphist's Jest\n1 Ponder\n1 Preordain\n1 Ral, Storm Conduit\n1 Reliquary Tower\n1 Riverglide Pathway // Lavaglide Pathway\n1 Sakashima of a Thousand Faces\n1 Sardian Avenger\n1 Scalding Tarn\n1 Shadowspear\n1 Shivan Gorge\n1 Sigil of Sleep\n1 Smash to Dust\n1 Sol Ring\n1 Spikefield Hazard // Spikefield Cave\n1 Steam Vents\n1 Stormcarved Coast\n1 Sulfur Falls\n1 Swan Song\n1 Swiftfoot Boots\n1 Tandem Lookout\n1 Temple of Epiphany\n1 The Locust God\n1 Thermo-Alchemist\n1 Training Center\n1 Valakut Awakening // Valakut Stoneforge\n1 Vandalblast\n1 Young Pyromancer\n\nSideboard\n1 Cunning Sparkmage\n1 Quietus Spike\n\n"}]}
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