6153 views4 days ago
Commander
Size: 100Est cost: $184.44Salt sum: 40.18
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Magnus_the_Grixis

6153 views4 days ago
Commander
Size: 100Est cost: $184.44Salt sum: 40.18

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{"ops":[{"insert":"What This Deck Isn't, And Also What It is\n\nStella Lee is rightly known as a cEDH viable commander, but this is not a cEDH deck and it is not trying to be one. This version of Stella is a budget \"red deck wins\" deck designed for commander. A cEDH version of this deck would need more fast mana, more free counterspells, and probably more card advantage to grind through the inevitable resistance. But mono red in Standard is not playing fast mana, free counterspells, or much card advantage at all. Rather, mono red has devised a gameplan that says roughly, \"I can deal with 1 or 2 pieces of interaction while dealing exactly 20 by turn 4 if I empty my hand.\" And that's what this Stella deck is trying to do; piece together a winning line fast, burn through every card in hand and tap every mana to try and steal the game before the other players know what hit them. That is, however, a very fragile gameplan and if you simply run Stella out on turn 3 every game without a plan you will lose; recasting Stella is almost certainly a death sentence.\n\nWith all that said, what is this deck? This deck is a duel at high noon. You're going to hold your cards close to your chest, finger over the trigger, staring down your opponents to get a read on their interaction. Once you're in a place to safely deploy Stella then it's time to draw and fire. If you played your cards right, when the dust settles you'll be last one standing. But if you blink first, if you make your move too fast or hold your fire too long you'll find yourself dead by daylight.\n\n\n\nThe Combos\n\nBecause this is a budget deck and because it's meant to be able to quickly throw a win together an inordinate amount of deck space is spent on a lot of possible winning lines. All of these will involve turning Stella into a Beyblade, but the payoff will vary wildly depending on which card she's copying and what her board state looks like. Ultimately you're looking for one of three things though.\n\n1) Twisted Fealty is the WotC ordained \"I win\" button for Stella Lee. Lots of commanders seem to have one these days, eg Sprout Swarm in Samut the Driving Force or to a lesser extent Titans' Nest in Teval the Balanced Scale, and this is what we get. I'll be honest, it's only in here because this is a bracket [4] deck and it seems wrong to cut the single best card in the deck from an \"anything goes\" game, but I've rarely personally enjoyed casting it and would cheer you for being a better person than I if you did.\n\n2) Infinite mana. Much more fun than Twisted Fealty, the best games with Stella have been ones where Hidden Strings, Involuntary Employment, Storm-kiln Artist + Twiddle, or some other nonsense has generated infinite mana. Nothing quite puts a smile on the tables' face after a combo turn quite like, \"and then I'm going to pay {8} to lightning bolt you in the face with Valakut Invoker until you're dead.\" Commune with Lava and Pull from Tomorrow are here as alternate payoffs for infinite mana; don't need your win con in hand if you can just draw your deck. Speaking of.\n\n3) Infinite draw. More difficult than infinite mana, but it is usually possible to create a win using just an effect like Cerulean Wisps or Twitch. Some combination of Simian Spirit Guide, Sol Ring, Hidden Strings, or Dramatic Reversal should be able to make you enough mana to win on the spot. You're definitely leaving yourself open to a blowout though. Like I said above, if Stella dies you're probably going to lose on the spot. Needing 2 more mana to recast her and another turn to untap with 3 players who just saw you draw 90 cards and no blockers? Forget about it, you shot your shot too soon, cowboy.\n\nSo that's the heart of the deck. In the early turns you're going to cantrip, ramp, and generally sculpt a winning hand. You're looking for 1 or maybe 2 pieces of defense for Stella, and then 3 cards you can afford to cast the turn after she comes down that ends with you killing the table, making infinite mana and then killing the table, or drawing your deck and then making infinite mana and then killing the table. Simplicity itself.\n\n\n\nCard Analysis (by category):\n\nCopy\nTwinning Staff - 100% my pet card in the deck, at 3 mana \"do nothing and also look scary\" could easily be cut for something more budget or more consistent. But it enables some lines that are just too much fun, too 5head, for me to feel good removing it. I'll bring up the lines it enables as we get to them.\n\nDraw\nBrainstorm... Impulse - all of these cards are just cantrips. cast them early to hit your land drops. cast them with Storm-kiln out cuz they're free. Cast them on the combo turn because they're cheap.\nFrantic Search - there's a collection of cards in here that only exist because they're \"free\" on your combo turn, and this is the first of them. Technically Search is card negative, which is often a legitimate downside in a deck with very little card advantage and extremely card hungry combo lines, but being able to get your combo turn started without spending mana is invaluable.\nBig Score, Unexpected Windfall - not great, but if you find yourself with one of these and excess mana in hand early you can play a slower game. Use them to stockpile mana to pay for protection and filter away lands. Something like turn 2 mana rock, turn 3 Big Score, turn 4 Stella holding up a counterspell and Slip Out the Back is 100% a winning line.\n\nFinisher\nComet Storm - this has been in and out of the deck. currently it's in because I had a game where winning with an instant was necessary. Redundancy is also important, if someone Essence Scatters your Valakut Invoker then you'll be thankful you had another way to burn the table out.\nValakut Invoker - my boy, my champ, my hero, my \"please don't hate me for comboing off so fast look how silly this little guy is.\" I would recommend swapping him out for a Bhaal's Invoker if you have it, although the ability to snipe a creature like Platinum Angel/Empyrean is a real upside. Potentially.\n\nLand\nJust gonna say, it's a budget Izzet mana base. There's loads of room for improvement here. But you should prioritize Islands and untapped lands where possible in any potential upgrades.\n\nProtection\nCounterspells are counterspells, I trust you know how they work if you've made it this far in a primer about a [4] deck.\nShore Up, Fleeting Reflection - some of the sleeper best cards in the deck, these put in a ton of work. they're cheap ways to make sure you untap with Stella, and they're also lethal on your combo turn. You can frequently sequence it such that your first spell is one of these, or a sorcery and one of these is your second, and put your opponents into a game they don't know they've lost already. If they resolve, they can't kill Stella to fizzle your combo. If they try to kill Stella, you cast your combo card in response and win over top of their removal. Very satisfying, very gunslinger.\nSlip Out the Back - a bit of a nonbo since using it to protect Stella during a combo turn fizzles your own combo, but sometimes hexproof isn't good enough. Like, when some WotC designer smokes that good shit and prints Farewell.\nTelepathy - aka \"cheating.\" you know that little metaphor about being a gunslinger at high noon, carefully reading your opponents for signs of weakness? yeah, this is like if you got to do that while being Sheriff Xavier. knowledge is power, weaponize it well.\nBane's Contingency - now, is this Cancel? yes, yes it is. BUT HEAR ME OUT, it wins the game with Twinning Staff! First you cast any untapper that targets Stella, like a Shore Up. Then you can cast Bane's Contingency. Tapping Stella to copy your untapper puts two untappers on the stack. Resolve the first one, you have an extra on the stack. Do it two more times and you have Stella untapped with 3 spells targeting her on the stack. Then you tap her to copy Bane's Contingency, countering two of the untappers, letting you scry 2 an draw a card before the last copy untaps Stella. Repeat this enough, and you can draw your deck with a 3 mana counterspell. It's beautiful, it's hilarious, never cut it.\nLeyline of Anticipation - not as much of a cheat as Telepathy, but similar logic. The difference between running Stella out main phase and flashing her in end step is basically cheating. It forces the table to spend every turn playing as though they could lose the game next turn, meanwhile you can ramp and cantrip to your heart's content until they're forced to spend their mana sorcery speed.\n\nRamp\nRamp is ramp, but there are some interesting things here\nReckless Barbarian - another sleeper, this card has only been in the deck for about 4 games and it's won me 2 of them already (note, these numbers only valid at time of original publication, I'm not gonna come back and update these stats). Cast the Barbarian before Stella and it's a cheap way to leave mana up for protection. Even better, it's a free spell on your combo turn.\nMana dorks - I usually loathe mana dorks. You spend a card from hand, wait to get the mana, deploy more cards from hand, pulling ahead of the table. Someone wraths, now you're empty handed and your ramp is also gone. However, that's just how this deck works. If you cast Stella, cast 3 more spells to turn on her ability, and then someone kills her your hand is empty and you have to find 2 more mana to try again. In for a penny, in for a pound. The nice thing about these dorks is that as turn 2 plays you can easily cast a cantrip or pass on 1, ramp on 2, and play Stella with protection on 3.\nTablet of Completion, Bonder's Ornament - there are many ways to turn these into a win, but they all work the same; if you can untap both Stella and one of these, then you can float infinite mana "},{"attributes":{"italic":true},"insert":"and"},{"insert":" draw your deck with just this one card. Plus, they're jank as hell so if you spend a turn ramping by casting one of these absolutely no one will take you seriously as the threat.\nStorm-Kiln Artist - maybe the only 4+ mana card I haven't considered cutting, this is like a better version of Twinning Staff in that it enables winning lines. The humble Twiddle becomes infinite mana, for example. Plus, as a lightning rod it eats a removal spell for Stella. If this is 4 mana to make 1 or 2 treasures and protect Stella from a Doom Blade? Already worth it. And the ceiling is \"win the game\" so.\n\nRemoval\nGut Shot - it's free on your combo turn. Also, if you have Twinning Staff it becomes another infinite damage outlet. Just cast any untapper, have Stella make infinite copies of that untapper thanks to the staff, and then use her to make copies of Gut Shot. Another way the deck can win at instant speed, which isn't usually relevant but has come up.\nLightning Bolt - Gut Shot, but 1 mana instead of 0.\nBlasphemous Act - this is mostly here as emergency glass to break in case of other aggro deck, or a creature based stax deck. Also, in your opener tells you that you can play the game slow. You have time to ramp and sculpt your hand because you can cheaply clear the board and slam Stella in the aftermath later.\nChaos Warp - your answer to whatever incidental stax is preventing you from winning. There isn't space to run a ton of interaction with Stella's \"you need to cast 3 spells in one turn\" requirement, so if you're facing a stax deck maybe just try to take the L with grace. But a single Glacial Chasm won't be the end of you.\n\nUntap\nCerulean Wisps, Twitch - these say \"draw your deck\" which I hear is very good in Magic the Gathering, premier card game for ages 13+. Refocus should also be in the deck but I can never find one in stock.\nTwiddle - can just be a free spell on your combo turn, can also win the game with Twinning Staff or Storm-kiln Artist on the board.\nDramatic Reversal, Hidden Strings, Reality Spasm - the default ways to make infinite mana in the deck. so long as you can untap Stella and at least 1 mana source per copy, these should win the game.\nInvoluntary Employment, Traitorous Greed - I have considered cutting these, but they do have some utility. First, they make infinite mana with just Stella so you're not dependent on mana rocks for example. Second, they give haste. So if you have ramped to the moon, or made infinite treasures with Storm-kiln and passed for lack of card draw, and then eaten a wrath this let's you haste in Stella for another go. And if you have Twinning Staff they turn into Insurrection.\n\n\n\nThe Maybeboard\n\nCards tagged in red I want to add but haven't, either because they're outside my budget or because I can't even find them in stock. Otherwise these are cards I ran in the deck until recently and I'm leaving them over there as a reminder of things I could put back in if something expensive finally gets the chop.\n\n\n\nConclusion\n\nI love this deck, it's extremely rewarding to pilot. Because it runs no tutors and has so many ways to combo off each game is a relatively novel test of skill. Mulliganing for the right mix of spells, not just number of lands but spell effects, is inherently interesting because of the number of possible lines. You're not digging for just Twisted Fealty, you're looking for any of a hundred different early plays that can lead you into a score of different combos. You're not a brainless aggro deck dumping your hand of goblins on the board and praying your Impact Tremors gets there, but you're also not a brainless counterspell.deck list that can rely on an abundance of free interaction to protect you. Some games you'll have Telepathy or Leyline and can be proactive more safely, some games you'll have Blasphemous Act and Big Score and you need to take things slow.\n\nJust remember, when the time comes, you'll only get one shot.\n"}]}

Commander

Qty: 1 Price: $5.99
Stella Lee, Wild Card
Whenever you cast your second spell each turn, exile the top card of your library. Until the end of your next turn, you may play that card.
: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if you've cast three or more spells this turn.
Legendary Creature - Human Rogue
Stella Lee, Wild Card (otc) 3

Commander

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Copy

Qty: 1 Price: $23.99
Twinning Staff
If you would copy a spell one or more times, instead copy it that many times plus an additional time. You may choose new targets for the additional copy.
,
: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Artifact
Twinning Staff (c20) 70

Copy

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Draw

Qty: 20 Price: $31.58
Anticipate
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Anticipate (dtk) 45
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (snc) 102
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (a25) 46
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (xln) 48
Commune with Lava
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Instant
Commune with Lava (afc) 118
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (mkc) 98
Curate
Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Draw a card.
Instant
Curate (stx) 40
Deliberate
Scry 2, then draw a card.
Instant
Deliberate (znr) 56
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
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 (m3c) 211
Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Flow State (sos) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (dmr) 51
Impulse
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Impulse (dmu) 55
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (m21) 59
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 (c18) 96
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
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (gn3) 35
Serum Visions
Draw a card. Scry 2.
Sorcery
Serum Visions (otc) 112
Thought Scour
Target player mills two cards.
Draw a card.
Instant
Thought Scour (2x2) 65
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (afr) 164

Draw

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Finisher

Qty: 3 Price: $5.19
Comet Storm
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.
Instant
Comet Storm (c20) 148
Twisted Fealty
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Create a Wicked Role token attached to up to one target creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Sorcery
Twisted Fealty (woe) 154
Valakut Invoker
: This creature deals 3 damage to any target.
Creature - Human Shaman
Valakut Invoker (cmr) 206

Finisher

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Land

Qty: 31 Price: $18.85
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (plst) 2XM-313
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (clb) 351
Frostboil Snarl
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Frostboil Snarl (m3c) 344
Island
(
: Add
.)
Basic Land - Island
Island (otj) 279
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (ima) 241
Molten Tributary
(
: Add
or
.)
This land enters tapped.
Land - Island Mountain
Molten Tributary (dmu) 251
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (otj) 284
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (m3c) 375
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (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.)
: Add
or
.
Land
Temple of Epiphany (clb) 923
Thriving Bluff
This land enters tapped. As it enters, choose a color other than red.
: Add
or one mana of the chosen color.
Land
Thriving Bluff (j25) 775

Land

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Protection

Qty: 15 Price: $50.63
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
Bane's Contingency
Counter target spell. If that spell targets a commander you control, instead counter that spell, scry 2, then draw a card.
Instant
Bane's Contingency (clb) 57
Counterspell
Counter target spell.
Instant
Counterspell (a25) 50
Dispel
Counter target instant spell.
Instant
Dispel (plst) BFZ-76
Fleeting Reflection
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Instant
Fleeting Reflection (otj) 49
Flusterstorm
Counter target instant or sorcery spell unless its controller pays
.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Flusterstorm (mh3) 496
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (clb) 726
Miscast
Counter target instant or sorcery spell unless its controller pays
.
Instant
Miscast (m21) 57
Negate
Counter target noncreature spell.
Instant
Negate (m13) 62
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 (dmu) 64
Slip Out the Back
Put a +1/+1 counter on target creature. It phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
Instant
Slip Out the Back (snc) 62
Spell Pierce
Counter target noncreature spell unless its controller pays
.
Instant
Spell Pierce (xln) 81
Spellskite
: Change a target of target spell or ability to this creature. (
can be paid with either
or 2 life.)
Creature Artifact - Horror Phyrexian
Spellskite (clb) 873
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (mic) 163
Telepathy
Your opponents play with their hands revealed.
Enchantment
Telepathy (m10) 74

Protection

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Ramp

Qty: 16 Price: $27.96
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
Bonder's Ornament
: Add one mana of any color.
,
: Each player who controls a permanent named Bonder's Ornament draws a card.
Artifact
Bonder's Ornament (c20) 67
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (ncc) 367
Fire Diamond
This artifact enters tapped.
: Add
.
Artifact
Fire Diamond (clb) 313
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 419
Hydro-Channeler
: Add
. Spend this mana only to cast an instant or sorcery spell.
,
: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
Creature - Wizard Merfolk
Hydro-Channeler (sos) 54
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (clb) 863
Reckless Barbarian
Sacrifice this creature: Add
.
Creature - Dragon Barbarian
Reckless Barbarian (clb) 193
Simian Spirit Guide
Exile this card from your hand: Add
.
Creature - Ape Spirit
Simian Spirit Guide (tsr) 190
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (clb) 337
Sol Ring
: Add
.
Artifact
Sol Ring (m3c) 305
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. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Shaman Dwarf
Storm-Kiln Artist (cmm) 644
Sunset Strikemaster
: Add
.
,
, Sacrifice this creature: It deals 6 damage to target creature with flying.
Creature - Human Monk
Sunset Strikemaster (tdm) 126
Tablet of Compleation
: Put an oil counter on this artifact.
: Add
. Activate only if this artifact has two or more oil counters on it.
,
: Draw a card. Activate only if this artifact has five or more oil counters on it.
Artifact
Tablet of Compleation (one) 398
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (clb) 876
Zookeeper Mechan
: Add
.
: Target creature you control gets +4/+0 until end of turn. Activate only as a sorcery.
Creature Artifact - Robot
Zookeeper Mechan (eoe) 170

Ramp

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Removal

Qty: 4 Price: $13.86
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (clb) 780
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (clb) 785
Gut Shot
(
can be paid with either
or 2 life.)
Gut Shot deals 1 damage to any target.
Instant
Gut Shot (nph) 86
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt (clb) 187

Removal

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Untap

Qty: 9 Price: $6.39
Cerulean Wisps
Target creature becomes blue until end of turn. Untap that creature.
Draw a card.
Instant
Cerulean Wisps (shm) 31
Dramatic Reversal
Untap all nonland permanents you control.
Instant
Dramatic Reversal (kld) 44
Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery
Hidden Strings (dgm) 12
Involuntary Employment
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Involuntary Employment (snc) 110
Reality Spasm
Choose one —
• Tap X target permanents.
• Untap X target permanents.
Instant
Reality Spasm (roe) 81
Refocus
Untap target creature.
Draw a card.
Instant
Refocus (frf) 47
Traitorous Greed
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Add two mana of any one color. (The creature can attack and
this turn.)
Sorcery
Traitorous Greed (m21) 166
Twiddle
You may tap or untap target artifact, creature, or land.
Instant
Twiddle (8ed) 111
Twitch
You may tap or untap target artifact, creature, or land.
Draw a card.
Instant
Twitch (wwk) 43

Untap

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Maybeboard

Qty: 14 Price: $90.48
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (ddi) 51
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Bhaal's Invoker
Scorching Ray —
: This creature deals 4 damage to each opponent.
Creature - Dragon Shaman
Bhaal's Invoker (clb) 163
Borne Upon a Wind
You may cast spells this turn as though they had flash.
Draw a card.
Instant
Borne Upon a Wind (ltr) 44
Chain Reaction
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Sorcery
Chain Reaction (clb) 783
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
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 (otc) 95
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (ss1) 6
Pact of Negation
Counter target spell.
At the beginning of your next upkeep, pay
. If you don't, you lose the game.
Instant
Pact of Negation (tsr) 77
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
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Past in Flames (40k) 206
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (khm) 149
Slick Sequence
Slick Sequence deals 2 damage to any target. If you've cast another spell this turn, draw a card.
Instant
Slick Sequence (otj) 233
Strike It Rich
Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Strike It Rich (mh2) 143
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ltc) 197
Thirst for Discovery
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Thirst for Discovery (vow) 85

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 10 cards
44 pips - 39 cards
40 mana - 36 cards
0 pips - 0 cards
0 mana - 10 cards
23 pips - 20 cards
35 mana - 31 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"What This Deck Isn't, And Also What It is\n\nStella Lee is rightly known as a cEDH viable commander, but this is not a cEDH deck and it is not trying to be one. This version of Stella is a budget \"red deck wins\" deck designed for commander. A cEDH version of this deck would need more fast mana, more free counterspells, and probably more card advantage to grind through the inevitable resistance. But mono red in Standard is not playing fast mana, free counterspells, or much card advantage at all. Rather, mono red has devised a gameplan that says roughly, \"I can deal with 1 or 2 pieces of interaction while dealing exactly 20 by turn 4 if I empty my hand.\" And that's what this Stella deck is trying to do; piece together a winning line fast, burn through every card in hand and tap every mana to try and steal the game before the other players know what hit them. That is, however, a very fragile gameplan and if you simply run Stella out on turn 3 every game without a plan you will lose; recasting Stella is almost certainly a death sentence.\n\nWith all that said, what is this deck? This deck is a duel at high noon. You're going to hold your cards close to your chest, finger over the trigger, staring down your opponents to get a read on their interaction. Once you're in a place to safely deploy Stella then it's time to draw and fire. If you played your cards right, when the dust settles you'll be last one standing. But if you blink first, if you make your move too fast or hold your fire too long you'll find yourself dead by daylight.\n\n\n\nThe Combos\n\nBecause this is a budget deck and because it's meant to be able to quickly throw a win together an inordinate amount of deck space is spent on a lot of possible winning lines. All of these will involve turning Stella into a Beyblade, but the payoff will vary wildly depending on which card she's copying and what her board state looks like. Ultimately you're looking for one of three things though.\n\n1) Twisted Fealty is the WotC ordained \"I win\" button for Stella Lee. Lots of commanders seem to have one these days, eg Sprout Swarm in Samut the Driving Force or to a lesser extent Titans' Nest in Teval the Balanced Scale, and this is what we get. I'll be honest, it's only in here because this is a bracket [4] deck and it seems wrong to cut the single best card in the deck from an \"anything goes\" game, but I've rarely personally enjoyed casting it and would cheer you for being a better person than I if you did.\n\n2) Infinite mana. Much more fun than Twisted Fealty, the best games with Stella have been ones where Hidden Strings, Involuntary Employment, Storm-kiln Artist + Twiddle, or some other nonsense has generated infinite mana. Nothing quite puts a smile on the tables' face after a combo turn quite like, \"and then I'm going to pay {8} to lightning bolt you in the face with Valakut Invoker until you're dead.\" Commune with Lava and Pull from Tomorrow are here as alternate payoffs for infinite mana; don't need your win con in hand if you can just draw your deck. Speaking of.\n\n3) Infinite draw. More difficult than infinite mana, but it is usually possible to create a win using just an effect like Cerulean Wisps or Twitch. Some combination of Simian Spirit Guide, Sol Ring, Hidden Strings, or Dramatic Reversal should be able to make you enough mana to win on the spot. You're definitely leaving yourself open to a blowout though. Like I said above, if Stella dies you're probably going to lose on the spot. Needing 2 more mana to recast her and another turn to untap with 3 players who just saw you draw 90 cards and no blockers? Forget about it, you shot your shot too soon, cowboy.\n\nSo that's the heart of the deck. In the early turns you're going to cantrip, ramp, and generally sculpt a winning hand. You're looking for 1 or maybe 2 pieces of defense for Stella, and then 3 cards you can afford to cast the turn after she comes down that ends with you killing the table, making infinite mana and then killing the table, or drawing your deck and then making infinite mana and then killing the table. Simplicity itself.\n\n\n\nCard Analysis (by category):\n\nCopy\nTwinning Staff - 100% my pet card in the deck, at 3 mana \"do nothing and also look scary\" could easily be cut for something more budget or more consistent. But it enables some lines that are just too much fun, too 5head, for me to feel good removing it. I'll bring up the lines it enables as we get to them.\n\nDraw\nBrainstorm... Impulse - all of these cards are just cantrips. cast them early to hit your land drops. cast them with Storm-kiln out cuz they're free. Cast them on the combo turn because they're cheap.\nFrantic Search - there's a collection of cards in here that only exist because they're \"free\" on your combo turn, and this is the first of them. Technically Search is card negative, which is often a legitimate downside in a deck with very little card advantage and extremely card hungry combo lines, but being able to get your combo turn started without spending mana is invaluable.\nBig Score, Unexpected Windfall - not great, but if you find yourself with one of these and excess mana in hand early you can play a slower game. Use them to stockpile mana to pay for protection and filter away lands. Something like turn 2 mana rock, turn 3 Big Score, turn 4 Stella holding up a counterspell and Slip Out the Back is 100% a winning line.\n\nFinisher\nComet Storm - this has been in and out of the deck. currently it's in because I had a game where winning with an instant was necessary. Redundancy is also important, if someone Essence Scatters your Valakut Invoker then you'll be thankful you had another way to burn the table out.\nValakut Invoker - my boy, my champ, my hero, my \"please don't hate me for comboing off so fast look how silly this little guy is.\" I would recommend swapping him out for a Bhaal's Invoker if you have it, although the ability to snipe a creature like Platinum Angel/Empyrean is a real upside. Potentially.\n\nLand\nJust gonna say, it's a budget Izzet mana base. There's loads of room for improvement here. But you should prioritize Islands and untapped lands where possible in any potential upgrades.\n\nProtection\nCounterspells are counterspells, I trust you know how they work if you've made it this far in a primer about a [4] deck.\nShore Up, Fleeting Reflection - some of the sleeper best cards in the deck, these put in a ton of work. they're cheap ways to make sure you untap with Stella, and they're also lethal on your combo turn. You can frequently sequence it such that your first spell is one of these, or a sorcery and one of these is your second, and put your opponents into a game they don't know they've lost already. If they resolve, they can't kill Stella to fizzle your combo. If they try to kill Stella, you cast your combo card in response and win over top of their removal. Very satisfying, very gunslinger.\nSlip Out the Back - a bit of a nonbo since using it to protect Stella during a combo turn fizzles your own combo, but sometimes hexproof isn't good enough. Like, when some WotC designer smokes that good shit and prints Farewell.\nTelepathy - aka \"cheating.\" you know that little metaphor about being a gunslinger at high noon, carefully reading your opponents for signs of weakness? yeah, this is like if you got to do that while being Sheriff Xavier. knowledge is power, weaponize it well.\nBane's Contingency - now, is this Cancel? yes, yes it is. BUT HEAR ME OUT, it wins the game with Twinning Staff! First you cast any untapper that targets Stella, like a Shore Up. Then you can cast Bane's Contingency. Tapping Stella to copy your untapper puts two untappers on the stack. Resolve the first one, you have an extra on the stack. Do it two more times and you have Stella untapped with 3 spells targeting her on the stack. Then you tap her to copy Bane's Contingency, countering two of the untappers, letting you scry 2 an draw a card before the last copy untaps Stella. Repeat this enough, and you can draw your deck with a 3 mana counterspell. It's beautiful, it's hilarious, never cut it.\nLeyline of Anticipation - not as much of a cheat as Telepathy, but similar logic. The difference between running Stella out main phase and flashing her in end step is basically cheating. It forces the table to spend every turn playing as though they could lose the game next turn, meanwhile you can ramp and cantrip to your heart's content until they're forced to spend their mana sorcery speed.\n\nRamp\nRamp is ramp, but there are some interesting things here\nReckless Barbarian - another sleeper, this card has only been in the deck for about 4 games and it's won me 2 of them already (note, these numbers only valid at time of original publication, I'm not gonna come back and update these stats). Cast the Barbarian before Stella and it's a cheap way to leave mana up for protection. Even better, it's a free spell on your combo turn.\nMana dorks - I usually loathe mana dorks. You spend a card from hand, wait to get the mana, deploy more cards from hand, pulling ahead of the table. Someone wraths, now you're empty handed and your ramp is also gone. However, that's just how this deck works. If you cast Stella, cast 3 more spells to turn on her ability, and then someone kills her your hand is empty and you have to find 2 more mana to try again. In for a penny, in for a pound. The nice thing about these dorks is that as turn 2 plays you can easily cast a cantrip or pass on 1, ramp on 2, and play Stella with protection on 3.\nTablet of Completion, Bonder's Ornament - there are many ways to turn these into a win, but they all work the same; if you can untap both Stella and one of these, then you can float infinite mana "},{"attributes":{"italic":true},"insert":"and"},{"insert":" draw your deck with just this one card. Plus, they're jank as hell so if you spend a turn ramping by casting one of these absolutely no one will take you seriously as the threat.\nStorm-Kiln Artist - maybe the only 4+ mana card I haven't considered cutting, this is like a better version of Twinning Staff in that it enables winning lines. The humble Twiddle becomes infinite mana, for example. Plus, as a lightning rod it eats a removal spell for Stella. If this is 4 mana to make 1 or 2 treasures and protect Stella from a Doom Blade? Already worth it. And the ceiling is \"win the game\" so.\n\nRemoval\nGut Shot - it's free on your combo turn. Also, if you have Twinning Staff it becomes another infinite damage outlet. Just cast any untapper, have Stella make infinite copies of that untapper thanks to the staff, and then use her to make copies of Gut Shot. Another way the deck can win at instant speed, which isn't usually relevant but has come up.\nLightning Bolt - Gut Shot, but 1 mana instead of 0.\nBlasphemous Act - this is mostly here as emergency glass to break in case of other aggro deck, or a creature based stax deck. Also, in your opener tells you that you can play the game slow. You have time to ramp and sculpt your hand because you can cheaply clear the board and slam Stella in the aftermath later.\nChaos Warp - your answer to whatever incidental stax is preventing you from winning. There isn't space to run a ton of interaction with Stella's \"you need to cast 3 spells in one turn\" requirement, so if you're facing a stax deck maybe just try to take the L with grace. But a single Glacial Chasm won't be the end of you.\n\nUntap\nCerulean Wisps, Twitch - these say \"draw your deck\" which I hear is very good in Magic the Gathering, premier card game for ages 13+. Refocus should also be in the deck but I can never find one in stock.\nTwiddle - can just be a free spell on your combo turn, can also win the game with Twinning Staff or Storm-kiln Artist on the board.\nDramatic Reversal, Hidden Strings, Reality Spasm - the default ways to make infinite mana in the deck. so long as you can untap Stella and at least 1 mana source per copy, these should win the game.\nInvoluntary Employment, Traitorous Greed - I have considered cutting these, but they do have some utility. First, they make infinite mana with just Stella so you're not dependent on mana rocks for example. Second, they give haste. So if you have ramped to the moon, or made infinite treasures with Storm-kiln and passed for lack of card draw, and then eaten a wrath this let's you haste in Stella for another go. And if you have Twinning Staff they turn into Insurrection.\n\n\n\nThe Maybeboard\n\nCards tagged in red I want to add but haven't, either because they're outside my budget or because I can't even find them in stock. Otherwise these are cards I ran in the deck until recently and I'm leaving them over there as a reminder of things I could put back in if something expensive finally gets the chop.\n\n\n\nConclusion\n\nI love this deck, it's extremely rewarding to pilot. Because it runs no tutors and has so many ways to combo off each game is a relatively novel test of skill. Mulliganing for the right mix of spells, not just number of lands but spell effects, is inherently interesting because of the number of possible lines. You're not digging for just Twisted Fealty, you're looking for any of a hundred different early plays that can lead you into a score of different combos. You're not a brainless aggro deck dumping your hand of goblins on the board and praying your Impact Tremors gets there, but you're also not a brainless counterspell.deck list that can rely on an abundance of free interaction to protect you. Some games you'll have Telepathy or Leyline and can be proactive more safely, some games you'll have Blasphemous Act and Big Score and you need to take things slow.\n\nJust remember, when the time comes, you'll only get one shot.\n"}]}
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