KJTD
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Commander
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Commander
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.
Legendary Creature - Human Shaman

Commander
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Land
Land
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Setup Phase
Mizzix of the Izmagnus
Whenever you cast an instant or sorcery spell with mana value greater than the number of experience counters you have, you get an experience counter.
Instant and sorcery spells you cast cost less to cast for each experience counter you have.
Instant and sorcery spells you cast cost less to cast for each experience counter you have.
Legendary Creature - Wizard Goblin

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

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.
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 - Saga

Setup Phase
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Storm Phase
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.
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

Inspiring Refrain
Draw two cards. Exile Inspiring Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay 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.)
Suspend 3— (Rather than cast this card from your hand, you may pay 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

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

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.
+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.
Legendary Planeswalker - Ral

Rousing Refrain
Add 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— (Rather than cast this card from your hand, you may pay 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.)
Suspend 3— (Rather than cast this card from your hand, you may pay 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

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

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.
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.
Legendary Creature - Wizard Efreet

Storm Phase
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Deck Info
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Description
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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"}]}








































































