779
3/13/2025
Zaffai Storm
Deck Size: 100
Commander
Legal
Est deck cost: $260.94
Salt sum: 41.3
779
3/13/2025
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Qty: 1 Price: $0.99
Zaffai, Thunder Conductor

Magecraft — Whenever you cast or copy an instant or sorcery spell, scry 1. If that spell's mana value is 5 or greater, create a 4/4 blue and red Elemental creature token. If that spell's mana value is 10 or greater, Zaffai deals 10 damage to an opponent chosen at random.

Creature
Zaffai, Thunder Conductor (c21) 4

Commander

(CTRL to add secondary)

Land

Qty: 37 Price: $63.65
Blighted Cataract

{T}: Add {C}. {5}{U}, {T}, Sacrifice this land: Draw two cards.

Land
Blighted Cataract (c21) 279
Command Tower

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

Land
Command Tower (c21) 284
Desert of the Fervent

This land enters tapped. {T}: Add {R}. Cycling {1}{R} ({1}{R}, Discard this card: Draw a card.)

Land
Desert of the Fervent (c21) 286
Desert of the Mindful

This land enters tapped. {T}: Add {U}. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

Land
Desert of the Mindful (c21) 287
Exotic Orchard

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

Land
Exotic Orchard (c21) 288
Forgotten Cave

This land enters tapped. {T}: Add {R}. Cycling {R} ({R}, Discard this card: Draw a card.)

Land
Forgotten Cave (c21) 289
Island

({T}: Add {U}.)

Land
Island (stx) 368
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 (c21) 294
Lonely Sandbar

This land enters tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)

Land
Lonely Sandbar (c21) 298
Memorial to Genius

This land enters tapped. {T}: Add {U}. {4}{U}, {T}, Sacrifice this land: Draw two cards.

Land
Memorial to Genius (c21) 301
Mountain

({T}: Add {R}.)

Land
Mountain (stx) 373
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (c21) 304
Reliquary Tower

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

Land
Reliquary Tower (c21) 311
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (c21) 314
Shivan Reef

{T}: Add {C}. {T}: Add {U} or {R}. This land deals 1 damage to you.

Land
Shivan Reef (c21) 316
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 (rvr) 288
Stormcarved Coast

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

Land
Stormcarved Coast (pvow) 265s
Sulfur Falls

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

Land
Sulfur Falls (lcc) 354
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 (c21) 322
Training Center

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

Land
Training Center (cmm) 434

Land

(CTRL to add secondary)

Setup Phase

Qty: 32 Price: $55.78
Arcane Signet

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

Artifact
Arcane Signet (c21) 234
Baral, Chief of Compliance

Instant and sorcery spells you cast cost {1} less to cast. Whenever a spell or ability you control counters a spell, you may draw a card. If you do, discard a card.

Creature
Baral, Chief of Compliance (aer) 28
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (c21) 159
Brainstorm

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

Instant
Brainstorm (c21) 115
Burnished Hart

{3}, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature Artifact
Burnished Hart (c19) 211
Commander's Sphere

{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

Artifact
Commander's Sphere (c20) 240
Expressive Iteration

Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.

Sorcery
Expressive Iteration (stx) 186
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 (c19) 85
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 (c21) 168
Flood of Tears

Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.

Sorcery
Flood of Tears (m20) 59
Goblin Electromancer

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

Creature
Goblin Electromancer (grn) 174
Hedron Archive

{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Draw two cards.

Artifact
Hedron Archive (c21) 244
Izzet Signet

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

Artifact
Izzet Signet (c21) 247
Lightning Bolt

Lightning Bolt deals 3 damage to any target.

Instant
Lightning Bolt (4ed) 208
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (c21) 251
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 {1} less to cast for each experience counter you have.

Creature
Mizzix of the Izmagnus (c15) 50
Mystic Confluence

Choose three. You may choose the same mode more than once. • Counter target spell unless its controller pays {3}. • Return target creature to its owner's hand. • Draw a card.

Instant
Mystic Confluence (bbd) 122
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 (c21) 125
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 (cmr) 84
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 (lcc) 279
Prophetic Bolt

Prophetic Bolt deals 4 damage to any target. Look at the top four cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order.

Instant
Prophetic Bolt (c20) 227
Pyromancer's Goggles

{T}: Add {R}. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.

Artifact
Pyromancer's Goggles (c21) 259
Search for Azcanta

Enchantment
Search for Azcanta // Azcanta, the Sunken Ruin (plst) XLN-74Search for Azcanta // Azcanta, the Sunken Ruin (plst) XLN-74
Sol Ring

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

Artifact
Sol Ring (c21) 263
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.

Creature
Storm-Kiln Artist (stx) 115
Sublime Epiphany

Choose one or more — • Counter target spell. • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card.

Instant
Sublime Epiphany (m21) 74
Sunbird's Invocation

Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.

Enchantment
Sunbird's Invocation (c21) 180
Swarm Intelligence

Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.

Enchantment
Swarm Intelligence (c21) 130
Talisman of Creativity

{T}: Add {C}. {T}: Add {U} or {R}. This artifact deals 1 damage to you.

Artifact
Talisman of Creativity (c21) 269
The Mirari Conjecture

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Return target instant card from your graveyard to your hand. II — Return target sorcery card from your graveyard to your hand. III — Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy.

Enchantment
The Mirari Conjecture (plst) DOM-57
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 (rtr) 111
Volcanic Vision

Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's mana value to each creature your opponents control. Exile Volcanic Vision.

Sorcery
Volcanic Vision (c21) 182

Setup Phase

(CTRL to add secondary)

Storm Phase

Qty: 30 Price: $140.52
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
Apex of Power

Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.

Sorcery
Apex of Power (afc) 114
Arcane Denial

Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.

Instant
Arcane Denial (m3c) 176
Brass's Bounty

For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Sorcery
Brass's Bounty (c21) 160
Burst of Speed

Creatures you control gain haste until end of turn. (They can attack and {T} even if they just came under your control.)

Sorcery
Burst of Speed (m10) 129
Counterspell

Counter target spell.

Instant
Counterspell (pf24) 1
Creative Technique

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.) Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.

Sorcery
Creative Technique (c21) 49
Deflecting Swat

If you control a commander, you may cast this spell without paying its mana cost. You may choose new targets for target spell or ability.

Instant
Deflecting Swat (c20) 50
Dig Through Time

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

Instant
Dig Through Time (c21) 119
Dualcaster Mage

Flash When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.

Creature
Dualcaster Mage (c21) 165
Epic Experiment

Exile the top X cards of your library. You may cast instant and sorcery spells with mana value X or less from among them without paying their mana costs. Then put all cards exiled this way that weren't cast into your graveyard.

Sorcery
Epic Experiment (c21) 216
Expansion

Instant
Expansion // Explosion (grn) 224
Explosive Singularity

As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs {1} less to cast for each creature tapped this way. Explosive Singularity deals 10 damage to any target.

Sorcery
Explosive Singularity (neo) 140
Firemind's Foresight

Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.

Instant
Firemind's Foresight (rtr) 162
Frantic Search

Draw two cards, then discard two cards. Untap up to three lands.

Instant
Frantic Search (c20) 111
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
Guttersnipe

Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.

Creature
Guttersnipe (c19) 145
Inspiring Refrain

Draw two cards. Exile Inspiring Refrain with three time counters on it. Suspend 3—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Sorcery
Inspiring Refrain (c21) 27
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 (cmr) 187
Mana Geyser

Add {R} for each tapped land your opponents control.

Sorcery
Mana Geyser (c21) 176
Mind's Desire

Shuffle your library. Then exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Storm (When you cast this spell, copy it for each spell cast before it this turn.)

Sorcery
Mind's Desire (c21) 123
Muse Vortex

Exile the top X cards of your library. You may cast an instant or sorcery spell with mana value X or less from among them without paying its mana cost. Then put the exiled instant and sorcery cards that weren't cast this way into your hand and the rest on the bottom of your library in a random order.

Sorcery
Muse Vortex (c21) 28
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 {4}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Past in Flames (c16) 131
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
Rousing Refrain

Add {R} for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it. Suspend 3—{1}{R} (Rather than cast this card from your hand, you may pay {1}{R} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)

Sorcery
Rousing Refrain (c21) 56
Seething Song

Add {R}{R}{R}{R}{R}.

Instant
Seething Song (c21) 179
Soulfire Eruption

Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.

Sorcery
Soulfire Eruption (cmr) 201
Talrand, Sky Summoner

Whenever you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.

Creature
Talrand, Sky Summoner (c21) 131
Treasure Cruise

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Draw three cards.

Sorcery
Treasure Cruise (c21) 133
Veyran, Voice of Duality

Magecraft — Whenever you cast or copy an instant or sorcery spell, Veyran gets +1/+1 until end of turn. If you casting or copying an instant or sorcery spell causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Veyran, Voice of Duality (c21) 3

Storm Phase

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
44 pips - 32 cards
30 mana - 30 cards
0 pips - 0 cards
0 mana - 7 cards
45 pips - 33 cards
36 mana - 32 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
11 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"attributes":{"color":"#66a3e0"},"insert":"Z"},{"attributes":{"color":"#f06666"},"insert":"a"},{"attributes":{"color":"#66a3e0"},"insert":"f"},{"attributes":{"color":"#f06666"},"insert":"f"},{"attributes":{"color":"#66a3e0"},"insert":"a"},{"attributes":{"color":"#f06666"},"insert":"i"},{"attributes":{"color":"#66a3e0"},"insert":", T"},{"attributes":{"color":"#f06666"},"insert":"h"},{"attributes":{"color":"#66a3e0"},"insert":"u"},{"attributes":{"color":"#f06666"},"insert":"n"},{"attributes":{"color":"#66a3e0"},"insert":"d"},{"attributes":{"color":"#f06666"},"insert":"e"},{"attributes":{"color":"#66a3e0"},"insert":"r "},{"attributes":{"color":"#f06666"},"insert":"C"},{"attributes":{"color":"#66a3e0"},"insert":"o"},{"attributes":{"color":"#f06666"},"insert":"n"},{"attributes":{"color":"#66a3e0"},"insert":"d"},{"attributes":{"color":"#f06666"},"insert":"u"},{"attributes":{"color":"#66a3e0"},"insert":"c"},{"attributes":{"color":"#f06666"},"insert":"t"},{"attributes":{"color":"#66a3e0"},"insert":"o"},{"attributes":{"color":"#f06666"},"insert":"r"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck is a true storm deck which plays in two distinct phases: an extended setup phase and a storm phase consisting of a single turn. As such, the deck has been divided into two separate categories, with each one representing cards intended to be played in each phase. Naturally, the cards are flexible enough to be played in both phases, but this separation should help indicate the play pattern intended for the deck.\n\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"Setup Phase:"},{"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays very much like a control deck for the majority of the game. Setup cards are put in place to select for the necessary cards to storm off, ramp enough mana to be able to fuel the inital storm, land cards which assist in storming off, and removing threats which could either A. hinder a storm or B. threaten a win before you do.\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"insert":" These are your typical EDH ramp cards. These will ensure that you have enough mana to play your storm engines and still hold up protection until your storm turn comes about."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Advantage/Selection: "},{"insert":"These are cheap, cantrip-y options which allow for card selection in the early game. Use these cards to find all the pieces needed to storm off. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Boardwipes: "},{"insert":"Don't be afraid to boardwipe early if necessary. This deck is designed to function without the commander; in fact, Zaffai can often be used as a red herring to draw out removal which would eliminate an otherwise important engine piece. With this in mind, do not hesitate to board wipe even if you have committed resources to the board. Surviving until your storm turn is your top priority."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protection/Removal: "},{"insert":"Your more expensive removal options should be used in this phase, as mana will need to be conserved in the Storm Phase. Use removal only to protect key pieces and stop opponents from winning. If an opponent is not threatening to win "},{"attributes":{"italic":true},"insert":"the next turn"},{"insert":" do not waste your removal, as you will often be able to win before they can convert their threatening board state into a win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Storm Engines: "},{"insert":"These are the cards which will allow you to go from being even on rate to generating advantage in your storm phase. They will either generate extra card advantage or allow for massive mana discounts on every spell you cast. You will need at least one of these on the board in order to enter the storm phase, and if you do untap with one of these pieces you will most likely be ready to storm off. Protect these at all cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#f06666","bold":true},"insert":"Storm Phase:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"When your pieces are in place, and you feel that you have the cards in hand necessary to win, you can attempt to storm off. Your goal will be to repeatedly cast spells, accruing some kind of advantage with each spell, with the two limiting resources being mana and cards. Each card in your storm off will be dedicated to creating more of one or both of these resources. After casting a sufficient number of spells, you can attempt to win through one of the multiple win-cons in the deck.\n"},{"attributes":{"bold":true},"insert":"Protection/Removal: "},{"insert":"It is often the case that your storm off will be very telegraphed, which means that it is common to run into interaction from opponents with the intention of hindering your storm. This is where it is appropriate to use your cheap protection options to ensure that you can continue to storm off while using as little resources as possible. Because of this, it is recommended that you have a cheap piece of protection in hand before storming off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"insert":" These cards now provide only temporary mana advantage, but at a much better rate than the setup ramp pieces. Loop them or reduce their cost to ensure you have more benefit from casting them. It is often better to cast these before cards which generate card advantage to ensure you have the resources to do whatever options are presented from the cards drawn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Advantage/Selection:"},{"insert":" Your aim is now to provide as many options as possible. It is often better to draw multiple cards for a higher cost than attempting to select for a proper storm piece with cantrips. The more cards you have, the easier it will be to continue to storm off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Free Spells:"},{"insert":" These cards either do both of the above options or allow you to cast further spells at little to no cost. When paired with an engine, they will generate insane advantage. When preparing to storm off, look for these cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Win-Cons:"},{"insert":" The primary win-con of the deck is damage. Guttersnipe and Ral are good options to repeatedly damage opponents while casting spells, and spells like Explosive Iteration and Expansion//Explosion in combination with Zaffai can deal massive burst damage. Grapeshot is always a solid storm finisher. Alternatively, you can win through combat damage by using tokens generated by Zaffai and Talrand in combination with Burst of Speed to knock out your opponents. Finally, there is a two card infinite using Dualcaster Mage and Sublime Epiphany."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Unable to load comments
AutoNew CategoryMaybeboardSideboard