1, Tap: Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
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Crystal Ball Discussion
1 day ago
Yeah, I feel you on the timing front. My Ertai deck doesn't get really effective until then, either. The thing that helps get started strong the most is consistency of the mana base (or lots of low-cost tutors), which it looks like you already have. As is stands, your mana acceleration is non-existant, so you can't play CMC 5 cards before Turn 5, period. You've got a lot of the 3-drop enchantments that can slow opponents down early game, which is really good.
I'd recommend more effects that encourage opponents to attack other players. As it stands, Esper Wizards don't do well in two-player games against aggro decks. There just aren't many ways to slow creature heavy decks down by Turn 4 without bringing their attention onto you. They are out there, you just might have to be creative or look at some more cards outside of Wizard tribal.
Speaking of tribal, The Bones To Build Your Tribal Deck has some cards that you might add in order to increase the effectiveness of Wizard tribal.
2 days ago
I think Sword of the Chosen would help in increasing Grenzo's power when you activate his ability.
Another good card to consider could be Crystal Ball since it can help you consistently scry certain creatures to the bottom of your library.
3 weeks ago
Sword of Feast and Famine and Bear Umbra are great for making sure you have the mana to activate the Dragon. Also with Intet, scry shenanigans can be great, so things like Crystal Ball or Darksteel Pendant can help fix activations. In your Maybeboard, I see Lurking Predators, great card.
1 month ago
These cards will all cost less than $30 with shipping on TCGplayer (all NM and LP). My total was $29.73. I think they should all make their way into the deck (suggested changes):
1 month ago
brion is great. cool deck and nice start.
if you want to leave in Academy Rector as a generally good card, you could just add more enchantments - Test of Endurance for a wincon or Oblivion Ring or Grasp of Fate for removal.
you could run Boros Signet over Fire Diamond.
also your Sunforger package looks a little lacking. you could consider Swords to Plowshares and/or Return to Dust. Warleader's Helix or Lightning Bolt can hit planeswalkers if need be.
i have a brion deck and found that instant speed Act of Treason effects are worth the extra mana. i run Act of Aggression and Turn Against - that way you can burn the card and use the ability when your opponent swings at you to save yourself some damage, too. it allows you to be a little more political.
also you can know that Phyrexian Devourer is a one-hit kill card (at a high cost to your library). he's my favorite finisher in a brion deck, and can be tutored up with things like Enlightened Tutor and Hoarding Dragon, both of which you're already running.
finally, if you ever feel like you're wanting for card advantage, Staff of Nin, Outpost Siege, and Crystal Ball are surprisingly playable.
1 month ago
Here's the issue. Storm is not a color that goes "smoothly". It's izzet. It's not suppose to. Sometimes I do an epic experiment and I blank. Sometimes I just win. It happens.
Izzet can't really go off on turn 3 or 4. It's a different style. But it utilizes cards like AEtherspouts AEtherize Cyclonic Rift Evacuation Blasphemous Act and Chain Reaction as board whipes. Then good spot removal like Rapid Hybridization and Pongify. I mainly use Young Pyromancer and Talrand, Sky Summoner as defense as well till I hit a board wipe.
Commander is about multiplayer. And storm is amazing when it comes to it. It strikes quick but not really early.
For early card draw I would include all the cheap blue spells like Brainstorm and even Faithless Looting to get you going. Discard your expensive stuff that isn't of use to you yet and get it back with Mizzix's Mastery or Past in Flames
For massive card draw Stroke of Genius is great and can mill in the late game. Mystic Confluence is very versatile, Thought Reflection gets scary real quick. But my favorite is by far Unexpectedly Absent (in multiplayer settings. I tutor for it many many times. And Time Spiral if you have one.
High Tide and Turnabout can net you an absurd amount of mana if you copy either and add the leftover mana to your mana pool in response. Inner Fire is absurd with massive card draw plus any copy effect like Increasing Vengeance. And of course Mana Geyser. Utilize artifacts like Worn Powerstone and Izzet Signet and Mind Stone for early ramp
Gut Shot is too weak for me, but Mind's Desire to me is like another epic experiment. You can always hit your X spells and cast them for 0 to increase your storm count. Plus it synergizes with Guttersnipe and Sphinx-Bone Wand.
1 month ago
Hi TheRedeemed! I just updated this bad boy and am aquiring the rest of the cards to make it. I have tested it on tappedout against my other decks and it is strong. I won't know how strong it is until I get it to an FNM.
What the deck lacked was the ability to manipulate the deck early, and I was ALWAYS stuck on Crystal Ball as the deck manipulation. Well aggro decks just picked me apart. So I took the 4 Balls out and put in the Taigam's Scheming and Serum Visions. I still don't have a card to put cards from my hand on top of my library, but Geier Reach Sanitarium allows me to cycle them out and get them later with Noxious Revival. Anyway, test the deck out and let me know how you do. Also I'm looking to put a Sideboard together so if you have suggestions throw them out there to me!
1 month ago
Cards currently missing that I think should be added:
Mind's Desire: One of the best storm cards in existence. Auto-include.
Mystic Remora: Even in casual metas, this card is fantastic. Auto-include.
Seething Song, Desperate Ritual, Pyretic Ritual, Snap: Extremely relevant gas on the combo turn. Snap has the upside of being one of strongest bounce spells in the format. If you frequently find yourself tight on mana, Inner Fire can be a reasonable option.
Remand and Unsubstantiate: Relevant countermagic throughout the game that serve as doublers for your Grapeshot and Mind's Desire. Both effectively halve the necessary storm count, assiming you have the resources to recast your storm spells.
Intuition: It's bad if you're in black, but UR needs the tutor power.
Treasure Cruise: Decent mid-game card draw.
Fellwar Stone and Mox Opal: Fantastic missing artifact ramp. If you're in 2+ non-green colors, Stone is nearly an auto-include. Opal is worth considering any time you have over 15 artifacts, especially if you're a storm deck.
Paradox Engine: The cost is steep, but effectively turning every spell cast into a ritual whose power depends on how enormous your mana rock pile is tends to be worth it.
Cards I would recommend cutting:
Rings + Basalt package. You really don't need these. They don't have amazing synergy with your storm package, which is enough of a win condition already between Aetherflux, Grapeshot, and Mind's Desire. Dropping them would let you cut Tezzeret the Seeker , Power Artifact, Fabricate, Reshape, Blue Sun's Zenith, Laboratory Maniac, and Rings + Basalt itself. None of these do enough for you to be worth keeping. Transmute Artifact can stay since it grabs Aetherflux and Paradox Engine.
Jace, the Mind Sculptor: People overestimate how good this card is all the time. He's mediocre, and has bad synergy with the deck.
Crystal Ball: Good in theory, but the cost ends up being too steep to be worthwhile.
Call to Mind: Too expensive.
Recall: Bad card is bad. Shame on you! Shame!
Reality Spasm: I feel like you have better options than this.
Cascade Bluffs, Cephalid Coliseum, Desolate Lighthouse, Halimar Depths, Reflecting Pool, Sulfur Falls and two Mountains can all go. Replace them with Mana Confluence, City of Brass, Shivan Reef, and five more islands to maximize your High Tide impact.
Otherwise, looks like a solid list!