|Commander / EDH||Legal|
Printings View all
|Khans of Tarkir (KTK)||Common|
Combos Browse all
Arrow Storm deals 4 damage to target creature or player.
Raid — If you attacked with a creature this turn, instead Arrow Storm deals 5 damage to that creature or player and the damage can't be prevented.
Arrow Storm Discussion
1 year ago
Yep. I can. Kicker is apparently an optional cost that can be done after a free cast.
So, as a Living Lore fanatic, this is good news. :)
Throw in a Renowned Weaponsmith, a Quicksilver Amulet + Living Lore + Twincast, or an Imprinted Artifact that cast be Imprinted for 3 on a previous turn, and then duped with Pyromancer's Goggles. Giving the spell Rebound would also work. I forget which card did that. Maybe a Chandra Planeswalker or something. She a Reverberate loyalty ability of some kind. I typically only mix red and blue when I want to mass replicate a single spell into a one-shot kill. Pinging with a bunch of small attacks seems like a lot of work and I'm way too lazy for that. :p
Last time I did this was in Standard using Living Lore, Howl of the Horde, and Arrow Storm. But Imprinting and Copying with Artifacts should work here too. Though I guess Mono-Red could throw in Living Lore if they used a Quicksilver Amulet themselves. But then Generator Servant and Howl of the Horde did pretty well on their own for rushing a Living Lore. Of course, using Pyromancer's Goggles on a 2 copy spell like Howl of the Horde means there's 5 versions of the next spell cast. So if you cast just a 4 damage spell like Exquisite Firecraft, then it becomes a fatal strike. But, Fight with Fire when used at that point would most likely still kill because the opponent would most likely be wounded by their own lands or a previous creature or red spell. So the 9 mana wouldn't actually be required. Just 5 mana. Not a bad cost for a winning shot. While there are cheaper spells, they don't scale up to kill with a single copy. They don't let you finish an opponent who is at half health. They don't keep card draw/casting down. And take up more room in your deck. Especially if you want a low damage card and a high damage card. This card is a two for one. It also puts in place a system which can be abused by other spells, giving your deck more versatility. Throw in some Seismic Spike cards to shift the mana game around so you can follow up with a kicked Fight with Fire. Lots of choices here.
So... a went a bit off the rails here I think. :p
1 year ago
Ok, so prowess is mostly an offensive mechanic. Counterspells and prowess do not mix well together. Geting the benefit on the opponents turn is rarely useful.
Expensive prowess creatures and cheap spells do not mix well together either - you want as many creatures as possible to benefit from the prowess bonus.
So, there are two routes for me - either go small aggressive creatures like Monastery Swiftspear and Soul-Scar Mage and Stormchaser Mage with cheap spells to maximize benefit of prowess OR spell control deck with prowess-like finishers of the sort of Cryptic Serpent, Thing in the Ice Flip and Enigma Drake.
Which do you prefer me to elaborate on?
2 years ago
First is that the Storm Scale is not an absolute, set in stone thing. It is literally the opinion of Mark Rosewater, and not some policy of Wizards of the Coast. And even then, his opinion of it has bounced between 3 and 4 over the past couple of years. You cannot point at the Storm Scale, and proclaim that this is what will be.
Raid, as a mechanic, is indeed an excellent example of Storm #3. It is a robust mechanic that is easy to incorporate into future sets due to its simple design. It encourages aggressive play, and acts as a reward mechanic for doing something people would already do.
It's also dead.
Raid was never a well received mechanic. When I played during Khans, I played Mardu as are my primary colors, so why not? The universal response from my group (as I worked in my LGS at the time, I got to a lot of talking) was that Raid was the weakest of the five Khans mechanics, and the cards that supported it didn't do much with it.
When I talk about a lack of support, this is another fine example of it. Raid only appears on 11 cards. 5 Red, 3 White and 3 Black. That's it. Bellowing Saddlebrute is actively detrimental in a way that Suicide Black would hate. Arrow Storm has a laughable improvement for triggering Raid.
The effects triggered to Raid were bland and uninspired. They could be effectively ETB effects given the accepted paradigm of casting spells during your second main phase. The whole 'attacking' thing was just a conditional rider on the mechanic that only made sense when you thought about the mechanic as trying to encourage combat.
Which Dash did far better. And so did Bloodthirst in encouraging combat and damage.
So yeah, Storm Scale 3 or no, Raid is another example of a solid mechanic that's already in the dustbin. I won't hold my breath to see it again.
3 years ago
If you want land destruction with Living Lore then I would go Howl of the Horde + Volcanic Upheaval. You will need to up its toughness most likely, so add Glint or just give it Temur Battle Rage or Slip Through Space. Expedite for haste. You can also slip in Arrow Storm for 15 damage spell casting along with any five damage from your creature for a one shot kill. Early ramp will let you cast red spells instead of discard to fuel Lore the turn after with haste to recast the spell. This might be the route for Land Destruction to take. Honestly, keep the colours simple, draw inspiration from red/blue aggro decks for distractions. In this colour combo, cards like Talent of the Telepath can mill 21 cards per combo, and cast up to 6 free cards out of that each time. But mostly, temporal cards give 3 turns a combo for you to then go again. A Temporal Trespass + Temur Battle Rage + Slip Through Space or remove defender spell does 22 damage since it's trample most likely.
This will be my red/blue deck once I repost it most likely.
3 years ago
The amount of one-shot combos Living Lore can do is too many to name. The tricky part is making it a combo that is reliably drawn and executed in a timely fashion.
The card can mill or kill in a single turn once out in nearly all of my previous variations. This deck tries to simplify it. Similar to using Treasure Cruise and Taigams Strike to inflict 20 damage over two rounds unblocked. Or using Necromantic Summons to create a 7/7 creature with Vigilance.
I will be expanding the colours in other decks, but not in this blue deck.
Mirrorpool for spell replication, or cloning makes a big impact.
Still tweaking deck. Haven't seriously played yet. Currently testing alternative ramp and card draw with blue cards. Hopefully it won't take too long. Need to get Living Lore back in action.
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