Auriwave
1.2k views13 days ago
Commander
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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"The Deck"},{"insert":"\n\nThis is a mono-blue storm combo deck, aiming to win by storming off on turn 8-10 by chaining "},{"insert":{"card-link":"High Tide"}},{"insert":" into multiple untapping effects (such as "},{"insert":{"card-link":"Snap"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", "},{"insert":{"card-link":"Turnabout"}},{"insert":" or "},{"insert":{"card-link":"Time Spiral"}},{"insert":") to generate high amounts of mana that can be sunk into draw spells such as "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":", "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":" or "},{"insert":{"card-link":"Enter the Infinite"}},{"insert":". From there, the win condition is to either mill myself to win with "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Jace, Wielder of Mysteries"}},{"insert":"; or to stack a high enough storm count to cast a lethal "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" targeting all three opponents.\n\nCost reducers such as "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" or "},{"insert":{"card-link":"The Water Crystal"}},{"insert":", as well as the commander help enable this storm gameplan, but they are not needed except for acceleration.\n\nUntil it's ready to storm off, the deck stays back by cutting political deals with opponents and using spot counterspells to remove key threats while it tries to shape its hand with cards like "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":", "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" or the many ETB wizards that provide filtering.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Turn One:"},{"insert":" We want to either play a tapland to develop our mana or hold up one of our 1-mana instants to provide card selection or counter an opposing Sol Ring. A notable play we can do on turn one is "},{"insert":{"card-link":"Retraced Image"}},{"insert":", revealing an Island in our hand and putting it into play if we played an Island for turn."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn Two:"},{"insert":" We want to play an untapped land and play "},{"insert":{"card-link":"Naban, Dean of Iteration"}},{"insert":". The only card you should be playing over Naban is "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":". Don't be afraid to block with Naban if he will trade for a higher value creature."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns Three to Six:"},{"insert":" We will attempt to get value out of Naban with our many ETB wizards, looking primarily at card selection to find key pieces. Be sure to keep mana up for interaction, since the deck features many reactive interaction pieces and instant speed card selection that can be used in case interaction was not necessary. We want to land drop each turn, preferrably in the form of Islands."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns Seven to Eight:"},{"insert":" We want to start preparing to storm off, ideally by ensuring we have the necessary mana generation and/or discounts to start chaining spells, and find the relevant cards that will enable our storm. We are primarily looking for specifically "},{"insert":{"card-link":"High Tide"}},{"insert":", plus a mass untapping effect (primarily "},{"insert":{"card-link":"Turnabout"}},{"insert":", but "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and "},{"insert":{"card-link":"Time Spiral"}},{"insert":" can also work), plus a large card draw spell ( "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" or "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":")."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Storm"},{"insert":"\n\nWhen and how to storm is the critical question that will make or break games with this deck. What we are aiming to achieve during our storm turn is draw a card from an empty library with "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Jace, Wielder of Mysteries"}},{"insert":" in play. \n\nThere are many different ways to achieve this, but the primary ways through which we will focus into achieving this are either manually stacking a storm count high enough to mill ourselves to 0 with a "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" or to generate enough mana that we can draw as many cards as are in our library with "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" or "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":". \n\nTo generate this mana we will essentially cheat the mana cost of our spells. Due to "},{"insert":{"card-link":"High Tide"}},{"insert":" granting our Islands the ability to tap for extra blue mana, every time we untap an Island we are generating mana, even moreso when we recast High Tide multiple times, as it will stack with itself. This also works with cost reducers, because many of our untappers essentially refund their cost back (for instance "},{"insert":{"card-link":"Snap"}},{"insert":" costs 2 mana but it untaps two lands; or "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" costs 5 but untaps five lands), which means that if we pay a cheaper cost for these spells, we generate mana in the process. Both of these angles work and compound with each other for large mana generation.\n\nAnother way we can generate both infinite mana and infinite storm count is with a loop involving "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" / "},{"insert":{"card-link":"Shipwreck Dowser"}},{"insert":" and "},{"insert":{"card-link":"Displace"}},{"insert":". We can use Displace to flicker Peregrine Drake and Archaeomancer to retrigger their ETBs, untapping five lands and using Archaeomancer to return the already resolved Displace to our hand. Not only does this loop provide infinite storm count, it also goes mana positive and we can play out Naban to return key cards from our graveyard with this loop.\n\nIn order to find these pieces, we can use "},{"insert":{"card-link":"Step Through"}},{"insert":" to find Archaeomancer (and Peregrine Drake too, with a "},{"insert":{"card-link":"Leyline of Transformation"}},{"insert":" in play!) and we can find Displace with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":", which can itself be found by "},{"insert":{"card-link":"Spellseeker"}},{"insert":" (who can, notably, also find "},{"insert":{"card-link":"High Tide"}},{"insert":") and transmuting "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":". However, due to the low tutor density, we will mostly be relying on drawing into these cards. We can use "},{"insert":{"card-link":"Thundertrap Trainer"}},{"insert":", "},{"insert":{"card-link":"Dragonologist"}},{"insert":" and "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":" which combined with Naban provide a strong filtering engine that will help us find at least Displace. Due to this, Peregrine Drake is the most important piece of this loop, as it is the one that is the hardest to find.\n"}]}
Anthem
Leyline of Transformation
If this card is in your opening hand, you may begin the game with it on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment

Anthem
(CTRL to add secondary)
Copy
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

Copy
(CTRL to add secondary)
Draw
Defiler of Dreams
Flying
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
As an additional cost to cast blue permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of blue mana you pay.
Whenever you cast a blue permanent spell, draw a card.
Creature - Sphinx Phyrexian

Dragonologist
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Untapped Dragons you control have hexproof.
Untapped Dragons you control have hexproof.
Creature - Human Wizard

Thundertrap Trainer
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Wizard Otter

Draw
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Case of the Ransacked Lab
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
Enchantment - Case

Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
(CTRL to add secondary)
Recursion
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

Recursion
(CTRL to add secondary)
Removal
Mystic Reflection
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Maybeboard — Card Advantage
Gandalf, Shadow's Foe
Vigilance
When Gandalf enters, exile up to three target lands you control, then return them to the battlefield tapped under their owner's control.
Landfall — Whenever a land you control enters, draw a card and put a +1/+1 counter on Gandalf.
When Gandalf enters, exile up to three target lands you control, then return them to the battlefield tapped under their owner's control.
Landfall — Whenever a land you control enters, draw a card and put a +1/+1 counter on Gandalf.
Legendary Creature - Wizard Avatar

Overlord of the Floodpits
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Flying
Whenever this permanent enters or attacks, draw two cards, then discard a card.
Creature Enchantment - Avatar Horror

Maybeboard — Card Advantage
(CTRL to add secondary)
Maybeboard — Card Selection
Memories Returning
Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand.
Flashback
Flashback
Sorcery

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 (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant

Seasoned Cryomancer
When this creature enters, draw two cards, then discard two cards. When you discard one or more nonland cards this way, tap up to that many target creatures and put a stun counter on each of them.
, Exile this card from your graveyard: Draw two cards.
, Exile this card from your graveyard: Draw two cards.
Creature - Human Wizard

Maybeboard — Card Selection
(CTRL to add secondary)
Maybeboard — Counterspell
Maybeboard — Counterspell
(CTRL to add secondary)
Maybeboard — Feels Too Good
Teferi, Temporal Archmage
+1: Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
−1: Untap up to four target permanents.
−10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
−1: Untap up to four target permanents.
−10: You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant."
Teferi, Temporal Archmage can be your commander.
Legendary Planeswalker - Teferi

Maybeboard — Feels Too Good
(CTRL to add secondary)
Maybeboard — Ramp
Thunderclap Drake
Flying
Instant and sorcery spells you cast cost less to cast.
, 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.
Instant and sorcery spells you cast cost less to cast.
, 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 - Drake

Maybeboard — Ramp
(CTRL to add secondary)
Maybeboard — Recursion
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Maybeboard — Recursion
(CTRL to add secondary)
Maybeboard — Removal
Disruptor of Currents
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When this creature enters, return up to one other target nonland permanent to its owner's hand.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When this creature enters, return up to one other target nonland permanent to its owner's hand.
Creature - Wizard Merfolk

Mists of Lórien
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Sorcery

Maybeboard — Removal
(CTRL to add secondary)
Maybeboard — Trigger Doubler
Omni-Changeling
Changeling (This card is every creature type.)
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
You may have this creature enter as a copy of any creature on the battlefield, except it has changeling.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
You may have this creature enter as a copy of any creature on the battlefield, except it has changeling.
Creature - Shapeshifter

Orvar, the All-Form
Changeling
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that's a copy of one of those permanents.
When a spell or ability an opponent controls causes you to discard this card, create a token that's a copy of target permanent.
Legendary Creature - Shapeshifter

Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Bard

Maybeboard — Trigger Doubler
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"The Deck"},{"insert":"\n\nThis is a mono-blue storm combo deck, aiming to win by storming off on turn 8-10 by chaining "},{"insert":{"card-link":"High Tide"}},{"insert":" into multiple untapping effects (such as "},{"insert":{"card-link":"Snap"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", "},{"insert":{"card-link":"Turnabout"}},{"insert":" or "},{"insert":{"card-link":"Time Spiral"}},{"insert":") to generate high amounts of mana that can be sunk into draw spells such as "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":", "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":" or "},{"insert":{"card-link":"Enter the Infinite"}},{"insert":". From there, the win condition is to either mill myself to win with "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Jace, Wielder of Mysteries"}},{"insert":"; or to stack a high enough storm count to cast a lethal "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" targeting all three opponents.\n\nCost reducers such as "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":" or "},{"insert":{"card-link":"The Water Crystal"}},{"insert":", as well as the commander help enable this storm gameplan, but they are not needed except for acceleration.\n\nUntil it's ready to storm off, the deck stays back by cutting political deals with opponents and using spot counterspells to remove key threats while it tries to shape its hand with cards like "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":", "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" or the many ETB wizards that provide filtering.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Turn One:"},{"insert":" We want to either play a tapland to develop our mana or hold up one of our 1-mana instants to provide card selection or counter an opposing Sol Ring. A notable play we can do on turn one is "},{"insert":{"card-link":"Retraced Image"}},{"insert":", revealing an Island in our hand and putting it into play if we played an Island for turn."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn Two:"},{"insert":" We want to play an untapped land and play "},{"insert":{"card-link":"Naban, Dean of Iteration"}},{"insert":". The only card you should be playing over Naban is "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":". Don't be afraid to block with Naban if he will trade for a higher value creature."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns Three to Six:"},{"insert":" We will attempt to get value out of Naban with our many ETB wizards, looking primarily at card selection to find key pieces. Be sure to keep mana up for interaction, since the deck features many reactive interaction pieces and instant speed card selection that can be used in case interaction was not necessary. We want to land drop each turn, preferrably in the form of Islands."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns Seven to Eight:"},{"insert":" We want to start preparing to storm off, ideally by ensuring we have the necessary mana generation and/or discounts to start chaining spells, and find the relevant cards that will enable our storm. We are primarily looking for specifically "},{"insert":{"card-link":"High Tide"}},{"insert":", plus a mass untapping effect (primarily "},{"insert":{"card-link":"Turnabout"}},{"insert":", but "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and "},{"insert":{"card-link":"Time Spiral"}},{"insert":" can also work), plus a large card draw spell ( "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" or "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":")."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Storm"},{"insert":"\n\nWhen and how to storm is the critical question that will make or break games with this deck. What we are aiming to achieve during our storm turn is draw a card from an empty library with "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" or "},{"insert":{"card-link":"Jace, Wielder of Mysteries"}},{"insert":" in play. \n\nThere are many different ways to achieve this, but the primary ways through which we will focus into achieving this are either manually stacking a storm count high enough to mill ourselves to 0 with a "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" or to generate enough mana that we can draw as many cards as are in our library with "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" or "},{"insert":{"card-link":"Finale of Revelation"}},{"insert":". \n\nTo generate this mana we will essentially cheat the mana cost of our spells. Due to "},{"insert":{"card-link":"High Tide"}},{"insert":" granting our Islands the ability to tap for extra blue mana, every time we untap an Island we are generating mana, even moreso when we recast High Tide multiple times, as it will stack with itself. This also works with cost reducers, because many of our untappers essentially refund their cost back (for instance "},{"insert":{"card-link":"Snap"}},{"insert":" costs 2 mana but it untaps two lands; or "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" costs 5 but untaps five lands), which means that if we pay a cheaper cost for these spells, we generate mana in the process. Both of these angles work and compound with each other for large mana generation.\n\nAnother way we can generate both infinite mana and infinite storm count is with a loop involving "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" / "},{"insert":{"card-link":"Shipwreck Dowser"}},{"insert":" and "},{"insert":{"card-link":"Displace"}},{"insert":". We can use Displace to flicker Peregrine Drake and Archaeomancer to retrigger their ETBs, untapping five lands and using Archaeomancer to return the already resolved Displace to our hand. Not only does this loop provide infinite storm count, it also goes mana positive and we can play out Naban to return key cards from our graveyard with this loop.\n\nIn order to find these pieces, we can use "},{"insert":{"card-link":"Step Through"}},{"insert":" to find Archaeomancer (and Peregrine Drake too, with a "},{"insert":{"card-link":"Leyline of Transformation"}},{"insert":" in play!) and we can find Displace with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":", which can itself be found by "},{"insert":{"card-link":"Spellseeker"}},{"insert":" (who can, notably, also find "},{"insert":{"card-link":"High Tide"}},{"insert":") and transmuting "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":". However, due to the low tutor density, we will mostly be relying on drawing into these cards. We can use "},{"insert":{"card-link":"Thundertrap Trainer"}},{"insert":", "},{"insert":{"card-link":"Dragonologist"}},{"insert":" and "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":" which combined with Naban provide a strong filtering engine that will help us find at least Displace. Due to this, Peregrine Drake is the most important piece of this loop, as it is the one that is the hardest to find.\n"}]}





























































































































