|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Common|
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Cosmotronic Wave deals 1 damage to each creature your opponents control. Creatures your opponents control can't block this turn.
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Cosmotronic Wave Discussion
1 week ago
I play a similar iteration of this deck. Mine has a different cast of creatures, but I was wondering why you didn't opt for Light Up the Stage . I run four copies and it has won me a considerable number of games. Sometimes I just use it to burn land or useless cards off of my library. Consider a copy or two of Electrodominance as well. I know the verdict is out on this one still, but in my games it has been useful. I love Electrodominance into a spirit on their turn for 5, and then a Cosmotronic Wave on my own before following up with more Rakdos-y Creatures. See Judith and 2-3 copies of cards that synergize with her.
If you end up going for the Spawn of Mayhem you may want to consider Skewer the Critics as well. The life loss on your turn activates spectacle so its 3 for 1. Plus 1 tap to clip larger creatures. Another one to consider that I like is Carnival / Carnage .
Just depends how Rakdos/Spectacle you end up going. Nothing wrong with the wizard approach either. Its fun sometimes to splash white with this, run it up to 80 cards and play a copy or two of Firesong and Sunspeaker . The jank factor is high, but in more casual games, or multi-player games it can be fun.
2 weeks ago
1 month ago
1 month ago
With any deck that runs three or more colors, I always run some Evolving Wilds or Terramorphic Expanse , which is the same thing. Might be useful for your mana base. Also, you might to run some power-boost like Trumpet Blast , along with either cards like Cosmotronic Wave , basically, this deck has a lot of potential to be more aggressive. Also maybe some removal like Doom Blade or Murder . Just my thoughts!
3 months ago
I just made this deck exactly how you have it, minus the sideboard. I'm super excited to play it in the next couple days, I love really fast decks and this looks like it's gonna be my cup of tea. In case you're interested, here's what I put in my sideboard.
I put so many Sentinel Totem's in my side, simply because a TON of people in my area play Golgari, and it's a super easy, and cheap, counter to their deck; plus it allows you to scry, which is always nice. I chose Inescapable Blaze over Banefire because it's an instant, that can't be countered, versus a sorcery; it's always nice to do that kind of thing on your opponents end step. Warlord's Fury and Crash Through both for their combat advantage abilities, plus you get to draw a card. Cosmotronic Wave helps with 1/1 tokens, and makes it so everything else can't block. Fight with Fire could be a game ender, or board wipe. Experimental Frenzy could be insane with all the low costs in this deck.
So that's what I put in mine, and why. Will report back on my games in a few days, thanks for the deck build!
3 months ago
(Basically anything w/ Surveil *...)
But I also need a way to protect my yard, now I use Kess. Isochron Scepter/Elite Arcanist. But how does a Kess Storm deck work? I have to cast things from my yard; & I'd like to keep at least some of my best stuff (CMC 6 >=.); after converting from Jeleva; all while having Instants/Sorceries of high cost. Any ideas as to How I can do that, enpc?
4 months ago
I tested a couple games just now. There are a couple problems that I see.
1) Your entire gameplan is based on Beamsplitter living. Unless you can always have a Dive Down in hand, and always leave mana up to be able to play it, this game plan is super vulnerable to removal. And almost every deck plays removal.
2) There are only 6 actual win conditions, 4 Beamsplitter and 2 Electromancer, and they all require a lot of other things to line up to be good. If you don't draw any of these, your hand is essentially dead.
3) Gravitic Punch doesn't combo with Beamsplitter Mage because it also targets a player, so I'm not sure this is a great card in this deck. Something like Cosmotronic Wave might work better at getting a bunch of buffed attackers through.
4) The deck lacks resilience in the long game. After turn 5, I was out of cards and had no way to refill my hand. Maybe consider some kind of advantage engine--Firemind's Research or Experimental Frenzy to give you a way to keep going when your hand is empty.
I think that you might want to consider A) diversifying your threats, and B) decentralizing your gameplan.
Maybe run some Runaway Steam-Kin or Wee Dragonauts or something as well--they take buffs well and can win games even if you don't draw your Beamsplitter. Plus if you ever get Beamsplitter + Quasiduplicate to happen, you can have some good copying targets. I mean, I'm all for making a bunch of Beamsplitters, but at some point you do want something you can kill people with. (Also, be advised that the Beamsplitter ability triggers on cast; if you had 3 Beamsplitters, for instance, and cast a Sure Strike, you would be able to buff 2, but not keep copying it to all of them, because the copies are not technically "cast." Therefore, having multiple Beamsplitters is not necessarily advantageous.)
Maybe run some more removal spells? A set of Lightning Strike seems like a good addition, to help you get rid of blockers. Maybe a few Fight with Fire in case you find yourself facing a Lyra Dawnbringer.
Just a couple suggestions. The Beamsplitter combo is sweet! I'd love to playtest it again after some updates.
4 months ago
Yes, this is the deck that I'm planning to take to WNM.
I did have a BIG think about Cosmotronic Wave.
Its 4CMC plus the fact that it would be very situational (to get the most out of it my Opponents would need a few Creatures on the field - which they usually don't by the time I've finished killing all their stuff - and I'd have to wait until I could hit for lethal ... then just have Settle the Wreckage cast against me) made it less appealing.
With the amount of flying Creatures and burn spells in this deck usually the last points of damage are fairly easy to achieve.
Certainly not a bad idea, though.
Cosmotronic Wave occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
All decks: 0.03%