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Crystal Shard Discussion
4 days ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
1 week ago
Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.
Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.
Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.
1 month ago
along with that, if you want to use Etrata as your primary win-con, you may want to run more haste equips so you don't just sit there twiddling your thumbs while everyone else gets a turn to remove Etrata before you even get to attack. i saw you have swiftfoot boots already, so other cheap cast alternatives to add can be Lightning Greaves and Ring of Valkas being the most mana efficient, to Strider Harness, Chariot of Victory, and Haunted Cloak as a slightly more expensive alternative.
lastly, I would sneak in a Hatred into the deck if you can, just to keep people off guard, when they thought they had a 3 turn clock, all of a sudden turned into insta-death by commander damage.
1 month ago
You should run Crystal Shard as it allows you to protect your commander and get more value out of it without it going to the command zone.
1 month ago
The best part is you can just drop her back into the command zone. Plus the politics associated with an opponent having 2 hit counters on them is amazing. Do they play a creature or not?
3 months ago
3 months ago
First of all, thank you for the thoughtful explanation of your choices that were made for your deck. I'm going to be honest, I didn't expect such a detailed explanation, which really positively surprised me! It was a real delight to read through the lines of thought, which makes me real happy that players like that exist: enjoying the process of deckbuilding.
I think the spellslinger/storm theme seems real fine for a more fair (and more budget) version of the storm deck. I think it's real cool that you mention Jeleva as the go-to commander, as my local meta favors Kess (from c17) over the other storm commanders. Then again, that's a different beast alltogether and that deck relies more on Crystal Shard and Palinchron. Shortly said: real competitive storm.I am an advocate of the "75%" deckbuilding, as it allows for a bit more playroom for people who aren't into the whole cEDH thing.
I wonder about the whole rituals argument: was it something that you chose to do yourself, or were there complains about the rituals? I agree that there's more room for interaction while doing this, but I've also been thinking on what to replace this with. You could of course go deeper into the cantrips, or maybe other goons that rely on spells to get buff, but I'm not sure if that was your choice. I'm asking, since I've been running the rituals in my casual list of storming, but they've been (in some cases) really good, so I too have been thinking about removing them.
Lastly, I wanted to discuss something like Mind's Desire. Not a fan, or do you think that card is just underpowered in comparison to the rest of the strategy?
Anyhow, thanks for answering and discussing the 75% take on storm, it's been a delight to read it.