|Commander / EDH||Legal|
Printings View all
|Duel Decks: Mind vs. Might (DDS)||Common|
|Modern Masters (MMA)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
Empty the Warrens
Create two 1/1 red Goblin creature tokens.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Empty the Warrens Discussion
3 days ago
Your comment on efficient tokens actually led me to finding Empty the Warrens which I believe would work great with the focus on Instants and Sorceries!
1 week ago
actually, Fecundity and Experimental Frenzy work very well together. If I ever get both out with a Skirk Prospector then I probably win. Fecundity is really good to have during a frenzy to let me draw past the duds that show up on the top of my library such as a second land, an un-castable Empty the Warrens , or another Experimental Frenzy .
Both Fecundity and Experimental Frenzy are powerful cards by themselves, and they work extremely well together, so I think i'm going to keep them in. Thanks for the feedback on the deck though. Impact Tremors is definitely a powerful card, I side-boarded it in during a game, and it did 7 damage in one turn causing the opponent to scoop.
2 weeks ago
Added him as an additional option to Chandra, nice one! Last that came to my mind, which can swing early for a kill with Haze of Rage was Hazoret the Fervent . Also i added Purphoros, God of the Forge , as another option, easy to score a win with Empty the Warrens . Awesome!
1 month ago
Nah, best deck so far was an Esper Control variant using Aminatou, the Fateshifter , a lot for colors, but it has some good synergies. Approach of the Second Sun is the Signature Spell and win condition.
You use Pithing Needle and Sorcerous Spyglass as walker hate, and Aminatou can flicker it to name a new walker need be, or with Spyglass to see a new hand. The list runs other walker hate like Suppression Field too because Aminatou isn't super necessary.
Spellseeker , Baleful Strix , and a few other creatures show in the list ( Snapcaster Mage , etc.) with Aminatou can be pure value, but Vampiric Tutor style effects with Aminatou's +1 can get us the answers we need when we need them, and with a toolbox of the best control spells from Terminus (Aminatou synergy, and synergy with our tutors to top), Toxic Deluge , and Supreme Verdict for sweepers, Liliana's Triumph , Grasp of Fate (Aminatou synergy), and all of the other most efficient 3 for ones in multiplayer are showcased as well.
Does it seem to be the best deck? I can't find any lists that have a higher win rate.
The other contenders are Saheeli (Sublime Artificer)/Thoughtcast, with tons of artifact-storm cards.
New Jace/ Stroke of Genius , with Dramatic Reversal / Isochron Scepter and other infinite mana combos, playing some control-combo deck that uses its cards for value until it hits an infinite mana combo and wins.
Liliana of the Veil / Liliana's Triumph is a list I find pretty insane, it runs Smallpox , Pox , Chains of Mephistopheles , etc. for a fast and brutal mono-black list. Variants I have seen run Pox, Vamp Tutor, Demonic Tutor, and Smallpox as the Signature spell too, but one-sided Smallpox that doesn't hit life or lands, but is an instant seems the best so far.
Want more fun?
Tibalt, the Fiend-Blooded and Gamble , using gamble to set up rituals, and tibalt to discard and dig for more, until you find Empty the Warrens (wincon) and even if you discard it, you then fetch Past in Flames , cast it or flash it back if you discarded it, spam through your rituals, then cast or flashback Empty and win with 50 tokens.
1 month ago
Before we get into this, I just want to say that if I sound like a know-it-all and a dick, it's toatally unintentional and I apologize for it. Also, I have never played Jeskai in EDH, so please take my suggestions with a grain of salt.
It's kind of hard to find a good Jeskai Commander that is based around creatures, so I think you have two options:
Shu Yun, the Silent Tempest , which will have to be more spell based, to trigger his abilities,
Of course, you could have both in your deck, and switch them around as the meta/playgroup changes, but it's best to choose one now. I'll provide options for both.
The ramp and land package wil be roughly the same, so I'll start with that. I use TCC's manabase template, but feel free to change it.
TCC's template for a manabase is this, but feel free to change it to fit your budget etc.
3 OG Duals (Can be replaced by Check, Scry or Man lands)
3 Zend-Onslought Fetch (Can be replaced by Panoramas)
15 total basics and utility (9/6 split)
3 Filter Lands
3 Pain Lands
4 Any Colour Lands
1 Tri Land
3 Other Lands(more utility, duals, Lairs, etc)
Here's a deck that I drafted if you want Shu Yun, Silent Tempest as your commander. I left three slots for the cards already in your deck
That ends my very long post. Feel free the change anything you want about the decks I made, as they are only a first draft.
2 months ago
2 months ago
Here is a list --> Storm List
Essentially, the storm deck as you have seen is attempting to cast a critical mass of spells. Now, while there is a deck that aims to Grapeshot following playing a ton of 0-drop artifacts known as Cheerios, which if your friend lost to this deck on turn two as you say, then this was the deck he played against Cheerios List, I happen to play both of these decks and the more popular aptly named deck Storm is the one that requires the most explanation. That deck can win on turn 3 in a perfect world though often takes a little bit longer to set itself up. The basic idea is to play a cost reducer on turn two in the form of either Goblin Electromancer or Baral, Chief of Compliance and untap on turn 3 with 2 lands. From here the deck has 12 'ritual' effects (named after Dark Ritual which sees play in the legacy version of the deck), in Pyretic Ritual , Desperate Ritual , and Manamorphose which all thanks to the cost reducer net mana, meaning that as you cast these spells you not only raise your storm count, but also are going mana positive.
After these first few rituals the Storm then likely will, in the most basic version of events, cast Gifts Ungiven getting likely the three rituals and Past in Flames . Now, no matter what you chose to do with the gifts pile they will have access to Past in Flames to flashback and then recast all the rituals and other spells they have already casted. Then, once again going mana positive, will cast Gifts Ungiven to grab a win-con, either Grapeshot or Empty the Warrens , and three other cards depending on what is needed to guarantee a win (that is where it gets complicated and discussing these gifts piles are not necessary for giving an overview of the deck). By this time your storm count will wither be at 20 or close to and you simply cast Grapeshot , with the mana you have netted previously, to win the game, potentially doing the Remand trick mentioned above.
That is basically how it works, its about resolving as many spells as possible whilst accumulating mana to cast more expensive spells to essentially repeat the process until the win can be searched out.
Cheerios on the other hand, which if your friend did lose on turn 2 is the more likely culprit, makes use of zero mana artifacts to raise their storm count. One does this after resolving a Sram, Senior Edificer or Puresteel Paladin , meaning as you play a bunch of 0-mana equipment you draw cards. One then casts a Mox Opal and then casts Retract to do it all again and repeat until Grapeshot is found and is cast with two Mox Opal or lands.
2 months ago
Thanks for the comment and suggestions. So, while all the cards you name are good cards, they are not right for this deck, and really I think you give me a good chance to highlight the difference between a good sideboard card in general, and a good sideboard card in Ad Nauseam specifically. Mindbreak Trap I will agree is a great card for storm, however it is very surplus to requirements in this deck. I feel people have this misconception about storm as being this turn 3 combo deck when that really isn't the case, ideally storm will be going off on turn 5 or 6 if they can get there, by this time they should have crafted a bulletproof hand, to go off turn 3 is a high risk play unless they have it and you aren't going to beat storm when it has it anyway to be honest, we are very effective at forcing them to try, likely when they aren't 100% comfortable; going earlier increases the chance of fizzling dramatically. Additionally, storm is already a good matchup, I would say that its probably about 70-30 for us, meaning that to hedge for storm is generally incorrect (though it must be said storm is one of those decks where the best storm pilots are always going to be difficult to beat). The main reason for this line of thinking is Angel's Grace and to a lesser degree Phyrexian Unlife ; essentially the storm player needs to be able to set up a turn where they can both Grapeshot and Empty the Warrens to realistically expect to win and fight through our ability to stay alive. In other words, while a good card, considering the matchup is a good one it is largely unnecessary (though probably a consideration if your meta is all storm).
To this end, the other card you suggest Ravenous Trap suffers from the same problem. It is a great card, however the matchups it is best against, Dredge and Phoenix, are both favorable (I personally have a winning record against Phoenix however it still hasn't been around long enough for me to make a formal decision on how good the matchup is for us) already. This is a case scenario where, although the card is great, there is no real reason to play it in the deck as it attacks decks that we should beat anyway. In other words, to play the card is to use a slot for a good matchup, something that I can't get behind unless the card has implications for bad to even matchups (say if Jund Vengevine were a bit more popular and playing more discard effects). All in all, like Mindbreak Trap it's a great card but not needed here as it doesn't attack mathcups we really need to fear.
As for Solemnity , every once in a while you actually do see an Ad Nauseam player running it whether in the side or even the main, exploiting the lack of enchantment removal currently seeing play, the only real cards seeing some play being Nature's Claim and Assassin's Trophy .It isn't awful, but... it's just too gimicky for my tastes. The big question with it is, what do you cut? What card in the deck is significantly worse than Solemnity and in what matchup will you ever actually get it down where it matters: Storm, 8-whack, zoo, humans, infect, affinity, and spirits are all too fast; then that leaves the relevant matchups of Phoenix, Dredge, Hollow One, and Merfolk really. All of which, bar Hollow One game one, are already good matchups and, building on that, Dredge and Hollow One, where it is perhaps most useful, have hate for it, Dredge always siding in some number of Nature's Claim against us, and Hollow One sometimes dipping into green for Assassin's Trophy . To me the combo there doesn't play enough and quite frankly feels like a bit of a wasted slot. So while fun, and don't get me wrong it would be really fun to get someone with it, I don't think that it is the best thing you can be doing, I would rather have that slot be something better against a bad matchup, or something more flexible that doesn't require me to draw exactly those two cards.
Thank you for the comments, I'll definitely add Solemnity to my Sideboard Options List for people's reference, though I don't see myself playing it. I hope I have explained myself adequately.
Empty the Warrens occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.01%