|Commander / EDH||Legal|
Printings View all
|2012 Core Set||Uncommon|
|Masters Edition IV||Uncommon|
|Premium Deck Series: Fire and Lightning||Uncommon|
|2011 Core Set||Uncommon|
|2010 Core Set||Uncommon|
|Duel Decks: Jace vs. Chandra||Uncommon|
|Beatdown Box Set||Common|
|International Collector's Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Uncommon|
Combos Browse all
Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
Fireball costs more to cast for each target beyond the first.
Price & Acquistion Set Price Alerts
3 days ago
There's only 2 cards that I found that can reduce your creature costs in green (probably since so many green creatures pretty much count as mana):
Seal of the Guildpact - Would be a wasted card since it would only reduce cost by (1) here and at (5) to put it down I wouldn't bother.
Conduit of Ruin - This guy does allow you to cast your first creature per turn for (2) less. You can ignore the first ability since you don't have any qualifying Eldrazi, unless of course you wanted to sneak one or two in there. I play this guy in a few of my Eldrazi decks and at least half the time I don't bother using the tutor because it goes on top of the library and slows me down a turn. I really only use it if I have nothing in hand to play afterwards but I usually already do.
This past weekend I had some old friends come down and they brought some of their legacy decks from back in the day and we played some classic Magic for a while. One of the decks reminds me of what you are trying to do and could give you another way to achieve your win condition with the Hurricane. His deck was something that used to be called "Elf-Ball". It got out a ton of mana crazy fast with cards like Quirion Ranger, Llanowar Elves, and Priest of Titania by being able to tap and untap land and creatures more than once per turn and then blasting a Fireball to the face for massive damage. The funny part is that he also ramped up to some big Wurms like Penumbra Wurm and Shivan Wurm.
For Modern, you don't get two of those elves. So alternatively you do have access to Elvish Archdruid which for one more mana than Titania and gaining the Anthem effect is a worthy upgrade. Elvish Mystic works too, but Gyre Sage is another interesting option since it will add counters regularly from your Wurms and Evolve. If you made your way to say 10-12 of these Elf options you could generate quite a bit of mana for yourself to Hurricane or simply hard cast the Wurms a lot faster and easier without changing the deck too much.
I do like the idea of making Elves a little more prominent so that you can go for that big Hurricane. If you could find a way to use those listed above and have say 12-15 of them you could knock out a lethal storm several turns sooner than without. If you wanted to keep the count low though I would probably go for the Gyre Sage since it would ramp up without depending on having other Elves every time you play a Wurm. I think the Sage route is probably the best to pursue since having more Elves means less Wurms to hit with Evolutionary Leap.
Fun stuff, its funny how a recent events like seeing that old deck again and you linking me on your other post this morning can come together to sprout new ideas :)
4 days ago
if youre looking for a good way to get good combos id recommend growth effects (Might of the Masses, because its effect is based on how many creatures and with silverfur since the spelll targets first you get the wolves and then it resolves lets say getting you 4 wolves then your creatures get +9/+9 if you have 3 wolves, silverfur and zada.and relying on pump spells like Borrowed Hostility cause you can get an easy first strike or +3/+0 another thing id recommend is shortening zada in place of mirrorwing dragon and going for a 3-1 or a 2-2 split because mirrorwing doesnt die to languish or grasp. another great card would be Expedite since its a large card draw and if you are willing to try it Swell of Growth + Expedite can get you a whole bunch of ramp (also a combo with Harness the Storm+some kind of return instant/sorc to hand effect can lead to getting a large fireball burn with Burn from Within and Rolling Thunder or any other Fireball effect
1 week ago
I like the deck, but when building my own deck, I found an error in yours.Firemind's Foresight only allows you to search for instants, not sorceries, so you can't fetch Fireball, you can replace it with Fall of the Titans though and that should work.
1 week ago
Also, Composite Golem's combo gives you infinite mana of your choosing. Just use whichever four mana you get from his sacrifice and keep the fifth one during each process for as much mana as you want, in case you don't have the win con just yet. Maybe slap in a couple Banefire or Burn from Within to burn. Heck, you could even Fireball everything to death. You can adapt your win con however you like.
2 weeks ago
2 weeks ago
Okay so I just want to share my first impressions of the deck. First off I feel like your land count is a little low. The lowest I would recommend going is 34 but I typically go 35. You also seem to have a lot of cards that don't really further your board state as well as a general lack of removal. Cards I would suggest taking out are Lightning Bolt, Lightning Strike, Titanic Growth, Giant Growth, Fireball, Crater's Claws. Cards like those will have little to no impact on the game. Budget cards I would suggest adding in are Krosan Grip, Chaos Warp, Naturalize, Nature's Claim, and Overwhelming Stampede. If you are willing to spend a little extra I would recommend adding Green Sun's Zenith, Worldly Tutor, Sylvan Library, Blasphemous Act, and Tooth and Nail. If you feel like you need more ramp I'd suggest throwing in Kodama's Reach, Cultivate, Explosive Vegetation, Rampant Growth, Nature's Lore, and/or Skyshroud Claim.
2 weeks ago
This deck is awesome man! I'm glad Wizards continues to give us cards good enough to shake up the EDH metagame without breaking it, a situation I as a modern player struggle with.
I haven't playtested your deck or anything like it before, but from the outside looking in it looks like it could use more win cons honestly. Spin into Myth, Jace, the Mind Sculptor both combo with Tunnel Vision to eliminate a player. More x spells such as Fireball and Fanning the Flames would make it easier to win once you've assembled an infinite mana combo. oh, and Grapeshot too. I also recommend that you utilise extra turn spells, though if you don't want to the deck should still function.
Finally, I understand if you cant make room, but more options with which to produce infinite mana might be key for this deck. Primarily the Power Artifact/Rings of Brighthearth + Grim Monolith/Basalt Monolith combo.
I hope I could help! +1
2 weeks ago
Aha! I figured they had printed a non-Judgment Fireball effect. Muchas gracias.