Flusterstorm

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Rare
Iconic Masters (IMA) Rare
Vintage Masters (VMA) Rare
MTG: Commander (CMD) Rare
Promo Set (000) Rare

Combos Browse all

Flusterstorm

Instant

Counter target instant or sorcery spell unless its controller pays .

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Flusterstorm Discussion

SideBae on Derevi Fat Stax

20 hours ago

Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.

Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.

Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.

Suppression Field is also an excellent card. You aren't running fetches, which is fine, but decks that DO run fetches despise Suppression Field -- AND it hoses 'walkers, which you run 0 of.

Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.

I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.

Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.

Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.

Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.

I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.

I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.

Grasp of Fate is probably better than Return to Dust . It has a wider range of targets, and tends to hit more permanents for less mana.

I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.

Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.

Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.

I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.

You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.

I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.

Mother of Runes is a D&T staple you might want to consider. She's very good for protecting your creatures, although she is a nonbo with the aforementioned Suppression Field .

I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.

You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.

Good luck with deck building!

Rhadamanthus on Yidris and storm

1 day ago

No, the spell you cascade into won't count towards the storm count of the first spell. The storm trigger counts each spell cast before the spell with storm (you can see this in the reminder text of Flusterstorm , etc.). In your example the spell you cascade into is being cast after the spell with storm. It won't increase the count for that trigger.

dingusdingo on Excuse me while I Kess this guy

1 day ago

Here are my thoughts, in no particular order

Your land base is just 1 card away from running Tainted Pact for use with Labman lines. You should ditch that 2x island and run it. Also run the new Jace as a back up.

Omniscience + Show and Tell should be cut. Replace with Dramatic Reversal + Isochron Scepter . Its a more compact win, doesn't have the opportunity to blow up in your face, combos with Top and Copy Artifact, and both pieces have higher quality than the pieces they are replacing.

You run a lot of large CMC junk cards that will either end as dead draws or don't win upon resolving. Consecrated Sphinx should be put into play with reanimation, but since you don't run you should cut. Bolas's Citadel is just a bad Ad Nauseum. The handful of wheel cards over 3 CMC should be cut. Why spend that time giving your opponents cards on a soft combo when you could be tutoring and winning with the very easy A + B of Labman + pact? Specifically, Time Spiral Wheel and Deal Reforge the Soul Whispering Madness . Replace those cards with more format staple counterspells and removal. Swan Song Dispel Flusterstorm Red Elemental Blast Abrade Shattering Spree .

Really not wild about Molten Psyche or Winds of Change either. You are losing card advantage on both (-1 to be precise). Notion Thief and Waste Not are both strong when used with a wheel, but it isn't worth devoting that many deck slots to combos that don't explicitly win. You would be better off running tutors instead, which will help you get whichever A or B part of the Notion Wheel combo you don't have in your hand.

You really don't need to run Mission Briefing if you are running Snapcaster AND yawgill AND past in flames.

You should highly consider Chain of Vapor as well as Hurkyl's Recall . Both allow you to gain mana and storm when combined with the mana positive rocks, which feeds into your Aetherflux Reservoir line. They also double as removal and can combo break opponents who are trying to win.

You should include Mana Vault , its much better than Basalt Monolith . Thought Vessel should also be cut, even Prismatic Lens is better. The no maximum hand size will literally never be relevant, because if you are drawing that many cards you should be able to win instead of passing the turn. If you do have to discard down to 7, just keep the 7 that allow you to win and protect the win. You should also run Chrome Mox because of the high card advantage you generate.

28 lands means you're in danger of getting staxed out, very easily. Any artifact hate with early taxes means you're caught and discarding cards for multiple turns. The land base you're running could also use a tune up. You should include the painlands Underground River etc. as they enter untapped and provide color diversity without extra requirements. The two-or-more-opponents lands I'm not a fan of, but playing in a pod means they'll be live. The two-or-fewer-lands lands I'm not a fan of, and firmly believe you should cut. Checklands are fine, but replaceable long term. You should also run more rainbowlands, specifically Forbidden Orchard Gemstone Caverns Tarnished Citadel . If you are running Tolaria West as a 0 drop tutor, don't count it as a land towards your total, if you're running it as an island, it comes out tapped so cut it.

You should get a creature sweeper. Earthquake is great and can double as a wincon if you're above opponents in life, also ignores Kess. Pyroclasm clears opposing mana dorks for very cheap.

Your cantrips are a bit goofy too. Thought Scour should be replaced with Sleight of Hand , which gives you more flexibility about the card you get as well as gets around draw restrictions such as Alms Collector or Spirit of the Labyrinth . Fact or Fiction is simply too much CMC. I'm personally not a fan of Scroll Rack but that's entirely your call.

Terminate should be Pongify or Rapid Hybridization . Its 1 cmc cheaper and less color intensive, and if you lose to a 3/3 token you were going to lose anyways. Notably, Kess can kill the token by blocking.

Flooremoji on Heartbeat of Karametra

2 days ago

Okay, SeekerofSecrets we're getting some new toys in MH.

Regrowth : Strictly better than Revive , it's going in.

Flusterstorm : Possible more cheep countermagic?

Force of Vigor : Free blow up RIP LoTV (Not the planeswalker) and other problems.

Exclude : Not too promising, but it can stall and cantrip.

Fact or Fiction : More card advantage? Probably not, because we want to be casting gifts instead. But maybe.

Ice-Fang Coatl : We want to be playing Basics anyway, the floor is a cantriping Flash creature, so I'd say it's worth it.

Prismatic Vista : More copys of that Misty Rainforest that we have playsets of, right? XD

Thats it for now, can't wait for the full set.

SynergyBuild on Modern Horizons Card Review (SPOILERS)

4 days ago

Spoilers Ahead!

Don't say I didn't warn you!


This post will be updated as more spoilers come out, it is not entirely complete currently. I also will not go over reprints like Flusterstorm or Goblin Matron

1- card:Prismatic Visa

Land

, pay 1 life, Sacrifice Prismatic View: Search your library for a basic land card, put it onto the battlefield, then shuffle your library.

Rating: 9/10

This land is nearly a must have for 3+ color decks, now, and is a near-fetch, while clearly being worse, it is an extremely potent card, thins the deck, and fixes for 5 colors. Pretty good as a fixer goes.


2- Sunbaked Canyon

Land

, Pay 1 life: Add or .

, , Sacrifice Sunbaked Canyon: Draw a card.

Rating: 10/10

This entire land cycle is incredible, all enemy colored Horizon Canopy s! That is great! This pain-cycling untapped dual land is just what boros wants, and is one of the best land cycles ever printed for EDH where 1 life rarely matters!


3- Silent Clearing

Land

, Pay 1 life: Add or .

, , Sacrifice Silent Clearing: Draw a card.

Rating: 10/10

Orzhov, a color paining that, like Boros, could use some card draw, with this amazing cycle of lands!


4- Waterlogged Grove

Land

, Pay 1 life: Add or .

, , Sacrifice Waterlogged Grove: Draw a card.

Rating: 10/10

While not being the most needy color for card draw, this effect in a deck like Tatyova or really any Simic deck is a must-have if you can get it!


5- Fiery Islet

Land

, Pay 1 life: Add or .

, , Sacrifice Fiery Islet: Draw a card.

Rating: 10/10

While Izzet may definitely not be in need of this land, it will easily run it, it is going to be a staple land cycle forever at this rate! I expect this one to be the most expensive!


6- Nurturing Peatland

Land

, Pay 1 life: Add or .

, , Sacrifice Nurturing Peatland: Draw a card.

Rating: 10/10

Love this whole cycle, can't not run them if your deck can afford the cost! The Gitrog Monster is salivating at this card already ;)


1- Cabal Therapist -

Creature - Horror

Menace

At the beginning of your precombat main phase, you may sacrifice a creature. When you do, choose a non-land card name, then target player reveals their hand and discards all cards with that name.

1/1 (Power/Toughness)

Rating: 4/10

Seems okay in a token/sacrifice/aristocrats deck, but since it is a singleton format with 4 players, it becomes pretty bad, unless you just want to sacrifice to see an opponent's hand, then the turn after making them start discarding. It is pretty 1v1 oriented, so isn't worth it to most players or decks in EDH.


2- Headless Specter -

Creature - Specter

Hellbent - Whenever Headless Specter deals combat damage to a player, if you have no cards in hand, that player discards a card at random.

Flying

2/2 (Power/Toughness)

Rating: 2/10

Again, pretty 1v1 oriented, a worse Hypnotic Specter that needs hellbent to work.


3- Venomous Changeling -

Creature - Shapeshifter

Changeling

Deathtouch

1/3 (Power/Toughness)

Rating: 2/10

Not the worst, because changelings are always useful, and this one is better than a lot of the junk changelings for random tribal decks, but the body and deathtouch is ineffective in EDH.


4- Wall of One Thousand Cuts -

Creature - Wall

Defender, Flying

: Wall of One Thousand Cuts can attack this turn as though it didn't have defender.

3/5 (Power/Toughness)

Rating: 3/10

Pretty decent wall for wall decks, the mana cost is harsh, but it could be run in Arcades or something.


5- card:Impostor of the Sixth Pride -

Creature - Shapeshifter

Changeling

3/1 (Power/Toughness)

Rating: 2/10

Basically Venomous Changeling but worse, and in white, with better tribal synergies. Not great, but will be run.


6- Martyr's Soul -

Creature - Spirit Soldier

Convoke

When Martyr’s Soul enters the battlefield, if you control no tapped lands, put two +1/+1 counters on it.

3/2 (Power/Toughness)

Rating: 4/10

It is a decent beatstick if you can trigger it's second ability, a 3 mana (or free dependent on how you look at it) 5/4 with two relevent creature types for white weenie and token build seems decent.


7- Deep Forest Hermit -

Creature - Elf Druid

Vanishing 3

When Deep Forest Hermit enters the battlefield, create four 1/1 green Squirrel creature tokens.

Squirrels you control get +1/+1

1/1 (Power/Toughness)

Rating: 7/10

A very strong variant on Deranged Hermit , and quite powerful in flicker, token, ramp, and beatdown strategies, acting as a 9/9 split 5 ways for only 5 mana, or much more in a Roon or other deck aiming to abuse it.


8- Ice-Fang Coatl -

Snow Creature - Snake

Flash

Flying

When Ice-Fang Coatl enters the battlfield, draw a card.

Ice-Fang Coatl has deathtouch as long as you control at least three other snow permanents.

1/1 (Power/Toughness)

Rating: 8/10

While needing Snow permanents, having a U/G Baleful Strix with flash or a Winged Coatl that is cheaper and draws a card is insanely strong.


9- Morophon, the Boundless

Legendary Creature - Shapeshifter

Changeling

As Morophon, the Boundless enters the battlefield, choose a creature type.

Spells of the chosen type you cast cost less to cast. This effect reduces only the amount of colored mana you pay.

Other creatures you control of the chosen type get +1/+1.

6/6 (Power/Toughness)

Rating: 9/10

Really insanely good as a commander for under-appreciated tribes. This card is a godsend for even seriously strong tribes without a good commander. Can make Devoid/colored eldrazi runnable in a flavorfully colorless deck, as well as making dragons seriously fun, etc, downside is 7 mana, but it still is amazing.


10- Seasoned Pyromancer -

Creature - Human Shaman

When Seasoned Pyromancer enters the battlefield, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token.

, Exile Seasoned Pyromancer from your graveyard: Create two 1/1 red Elemental creature tokens.

2/2 (Power/Toughness)

Rating: 6/10

While certainly a powerful and value-ridden red card, that if you have less than two cards draws you cards, and can make ~4 tokens total, I don't think EDH is the best home for this Faithless Looting wannabe, it isn't great, but certainly is a decent card in nearly any red list, to fill the slot. Dredge can abuse it.


11- Munitions Expert -

Creature - Goblin

When Munitions Expert enters the battlefield, you may have it deal damage to target creature or planeswalker equal to the number of goblins you control.

1/1 (Power/Toughness)

Rating: 6/10

Basically Dreadbore with a 1/1 gobo attatched in actual goblin decks like Wort, and while that is strong, goblins are mostly mono-red, so it is an extremely efficient tool in a niche deck. Very cool.


12- Undead Augur -

Creature - Zombie Wizard

Whenever Undead Augur or another Zombie you control dies, you draw a card and you lose 1 life.

2/2 (Power/Toughness)

Rating: 9/10

For any zombie deck, this will be a staple. It is a 2/2 for 2 that on its own draws a card when it dies, or draws a ton more with Gravecrawler loops, tokens, sacrificing, etc. Doesn't even specify nontoken. Absolute powerhouse.


13- Abominable Treefolk -

Snow Creature - Treefolk

Trample

Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control.

When Abominable Treefolk enters the battlefield, tap target creature an opponent controls. That creature dorsn't untap during its controller's next untap step.

X/X (Power/Toughness)

Rating: 4/10

Being a snow-tribal card, with serious growth potential and a removal-esque ability on it makes it decent, but not considerably great.


14- "Lightning Skelemental" -

Creature - Elemental Skeleton

Trample, Haste

Whenever Lightning Skelemental deals combat damage to a player, that player discards two cards.

At the beginning of the end step, sacrifice Lightning Skelemental.

6/1 (Power/Toughness)

Rating: 5/10

Pretty strong, deal some damage, make them discard some cards, perhaps a walker removal spell, etc., but this card is great in lists like Horde of Notions, which can recur it over and over again. Pretty medium or bas in most decks, but if you can recur it, or Mimic Vat it or something you can do great work with it.


15 - Pondering Mage

Creature - Human Wizard

When Pondering Mage enters the battlefield, look at the top three cards of your library, then put them back in any order. You may shuffle your library, draw a card.

3/4 (Power/Toughness)

Rating: 3/10

This common wizard is just a 5 mana 3/4 with Ponder , is it bad? no, but it isn't good either. Pretty much a medium card that you'd expect from a common. I don't think it will see much EDH play outside of budget Azami or Aminatou lists?


16- Chillerpillar -

Snow Creature - Insect

: Monstrosity 2

As long as Chillerpillar is monstrous, it has flying.

3/3 (Power/Toughness)

Rating: 2/10

The only real benefit of this in EDH is that it is a snow creature. Even a straight 4 mana 5/5 flyer is weak in EDH, given no other abilities.


17- Urza, Lord High Artificer -

Legendary Creature - Human Artificer

When Urza, Lord High Artificer enters the battlefield, create a 0/0 colorless Contruct artifact creature token with "This creature gets +1/+1 for each artifact you control."

Tap an untapped artifact you control: Add .

: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

1/4 (Power/Toughness)

Rating: 10/10

By far the strongest card for EDH from this set so far. Monstrous. Disgusting. Overpowered. Tier 1 cEDH easily. Outrageously costed, cheats mana costs, gives fast mana, digs with infinite mana, makes artifacts. The whole thing.

God save me from this card.


18- Giver of Runes -

Creature - Kor Cleric

: Another creature you control gains protection from colorless or from the color of your choice until end of turn.

1/2 (Power/Toughness)

Rating: 7/10

Mother of Runes , already a staple in white creature decks, but with an upside and a downside. The upside is that it can give protection from colorless, the downside is that it can't protect itself, and I guess has one more toughness to protect itself a little bit. Seems really sweet!

19- Goblin Engineer -

Creature - Goblin Artificer

When Goblin Engineer enters the battlefield, you may search your library for an artifact card, put it into your graveyard, then shuffle your library.

, , Sacrifice an artifact: Return target artifact card with converted mana cost 3 or less from your graveyard to the battlefield.

1/2 (Power/Toughness)

Rating: 8/10

Powerhouse Goblin Welder is back with an artifact Entomb strapped on, as well as a few downsides, 2 mana, cost to tap, and only brings back 3 or less costed artifacts. Still incredibly useful in red artifact decks!


20- The First Sliver -

Legendary Creature - Sliver

Cascade

Sliver spells you cast have cascade.

7/7 (Power/Toughness)

Rating: 10/10

New, best Food Chain commander, incredible Sliver lord, fat stats, chains spells into more spells, etc. Casual and Competitive players will love this monstrosity. I love cascading into cascades, and if your deck is all slivers (even changelings or changeling tribal instants) nearly ever spell is a 3 or more for 1, and if your only 0 drops are effects like Wheel of Fate , Ancrestral Vision, or whatever else you want, it'd be amazing!


21- Dregscape Sliver -

Creature - Sliver

Each Sliver creature card in your graveyard has unearth .

Unearth

2/2 (Power/Toughness)

Rating: 7/10

Unearth lord seems really strong, bringing back, say, 5 slivers after a sweeper wipes the field, swinging out at your (now) defenseless opponents to a swarm of slivers in incredibly terrifying.


22- Lavabelly Sliver -

Creature - Sliver

Sliver creatures you control have "When this creature enters the battlefield, it deals 1 damage to target player or planeswalker and you gain 1 life."

2/2 (Power/Toughness)

Rating: 5/10

While not a bad card, Slivers often have better or more cost effective lords than this. Lifegain is of minor relevance, and while with The First Sliver you can stack a lot of triggers on it, walker removal is about all that gets you at best.


23 - Tempered Sliver -

Creature - Sliver

Sliver creatures you control have "Whenever this creature deals combat damage to an opponent, put a +1/+1 counter on it."

2/2 (Power/Toughness)

Rating: 6/10

While great if it sticks and you connect more than once with some creatures, it just doesn't often do enough without an evasive sliver lord, or doublestrike in my own opinion.


24- Planebound Apprentice -

Creature - Human Wizard

: You may put a planeswalker card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.

2/2 (Power/Toughness)

Rating: 9/10

Because of War of the Spark, this now, in the right deck, can bring in effects like Narset, Parter of Veils at instant speed in response to a Wheel of Fortune , or Ashiok, Dream Render in response to Doomsday , in which case it is a game winnig card, but even a Liliana, Dreadhorde General in response to a sweeper is huge. Worth noting that Vensee can flicker himself to stop from sacrificing and can flicker later ones you bring in.


25- Ranger-Captain of Eos -

Creature - Human Soldier

When Ranger-Captain of Eos enters the battlefield, you may search your library for for a creature card with converted mana cost 1 or less, reveal it, put it into your hand, then shuffle your library.

Sacrifice Ranger-Captain of Eos: Your opponents can't cast noncreature spells this turn.

3/3 (Power/Toughness)

Rating: 8/10

Tutors in white are very good, fetching the new Giver of Runes , the old Mother of Runes , stopping combos and time walking many players or protecting yourself from counterspells for a turn, all in an efficient 3 mana package.


26- Scrapyard Recombiner -

Artifact Creature - Construct

Modular 2

, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle your library.

0/0 (Power/Toughness)

Rating: 6/10

While being a colorless tutor, and finding powerful cards like Walking Ballista , this feels really medium outside of a dedicated tribal list. It can fetch Changelings like Mirror Entity .


27- Good-Fortune Unicorn -

Creature - Unicorn

Whenever another creature enters the battlefield under your control, put a +1/+1 counter on that creature.

2/2 (Power/Toughness)

Rating: 6/10

Weirdly good and efficient for +1/+1 counter synergies, efficient in Ghave, Atraxa, Anafenza, etc. basically Metallic Mimic for all creatures. Good in weenie decks that don't have the synergies too, and it is a Unicorn to boot, but it doesn't do a ton, dies to removal, no immediate impact, slow, etc.


28- Thundering Djinn

Creautre - Djinn

Flying

Whenever Thundering Djinn attacks, it deals damage to any target equal to the number of cards you've drawn this turn.

3/4 (Power/Toughness)

Rating: 4/10

At 5 mana, a creature with no immediate impact that doesn't do much but the occasional removal in a deck like Niv Mizzet (any of the 3 izzet ones) once per turn it it swings is really medium. Decent in Niv Mizzet decks (again, the izzet ones), but a doubtful card in EDH overall.


29- card:Sisay, Weatherlight Captain -

Legendary Creature - Human Soldier

Sisay, Weatherlight Captain gets +1/+1 for each color among other legendary permanents you control.

: Search your library for a legendary permanent card with converted mana cost less than Sisay's power, put that card onto the battlefield, then shuffle your library.

2/2 (Power/Toughness)

Rating: 10/10

Five color, legendary tribal, voltron commander with an easy way to fetch powerhouse cards, cheating mana costs, tutoring the library, etc. Just an amazing card in general, and as a general. So far I don't think it has an easy line, but with legendary, uncommon walkers that are hate-pieces against graveyards, library searches, drawing, etc. you can make a sweet toolbox.


30- card:Zhalfirin Decoy -

: Tap target creature. Activate this ability only if you had a creature enter the battlefield under your control this turn.

1/3 (Power/Toughness)

Rating: 2/10

A 2 mana tapper in EDH would be bad, but one that basically only does it on your turn and has a requirement just makes it nearly unplayable.


31- Ravenous Giant -

Creature - Giant

At the beginning of your upkeep, Ravenous Giant deals 1 damage to you.

5/5 (Power/Toughness)

Rating: 2/10

Juzam Djinn in red, which didn't see any serious play anyway.


32- Changeling Outcast -

Creature - Shapeshifter

Changeling

Changeling Outcast can't block and can't be blocked.

1/1 (Power/Toughness)

Rating: 6/10

1-Drop unblockable changeling? Seems good for aggro tribal decks like Edgar Markov, some variants on ninjas can easily run this like Yuriko, etc.


33- Ayula, Queen Among Bears

Legendary Creature - Bear

Whenever another Bear enters the battlefield under your control, choose one--

  • Put two +1/+1 counters on target Bear

  • Target bear you control fights target creature you don't.

2/2 (Power/Toughness)

Rating: 7/10*

Possibly the best lord/tribal benefit for the mana cost in the set, this card has a lot of power on it if bears ever get some more powerful creatures to use with it. While really, really strong, it just is for such an unrepresented tribe I can't say it will be good.


34- Mother Bear -

Creature - Bear

, Exile Mother Bear from your graveyard: Create two 2/2 green Bear creature tokens. Activate this only any time you could cast a sorcery.

2/2 (Power/Toughness)

Rating: 4/10

While a 2/2 for two with nothing but occasionally making two more of her if you pay 5 mana down the road is bad, at least this and those tokens are bears for Ayula.


35- Bazaar Trademage -

Creature - Human Wizard

Flying

When Bazaar Trademage enters the battlefield, draw two cards, then discard three cards.

3/2 (Power/Toughness)

Rating: 5/10

While clearly made for graveyard decks, such as Muldrotha, this works in many more lists than dredge. Being card filtering, Damia may want it, and having flicker synergies, variants on Brago, which often can draw tons of cards anyway, may want to have better cards. 3 mana is really efficient for this effect, so isn't bad. It is card disadvantage though, so I am not a huge fan.


36- Feaster of Fools -

Creature - Demon

Covoke

Flying

Devour 2

3/3 (Power/Toughness)

Rating: 3/10

I mean, yes if you have 6 random tokens, tap them all, play this, and sacrifice them all you have a 0 mana 15/15, but this card is generally going to be nearly vanilla once it hits, and it can die so easily the big body won't likely matter. Not a fan.


37- Cloudshredder Sliver -

Creature - Sliver

Sliver creatures you control have flying and haste.

1/1 (Power/Toughness)

Rating: 9/10

Must-have in all applicable sliver decks. Evasion+haste is huge, all at 2 mana? Yes please.


38- Hexdrinker -

Creature - Snake

Level up

0-2 - 2/1 (Power/Toughness)

3-7 - Protection from instants - 4/4 (Power/Toughness)

8+ - Protection from everything - 6/6 (Power/Toughness)

Rating: 7/10

While I don't think this is a must-have or needed card outside of Kaseto snakes or the other few snake-tribal decks, this is a serious powerhouse of a card. It is an aggressively costed mana dump with decent stats from turn 1 onward, turning into a variant of Progenitus once you get the mana for it.


39- Hollowhead Sliver -

Creature - Sliver

Sliver creatures you control have ", Discard a card: Draw a card."

2/2 (Power/Toughness)

Rating: 8/10

Rummaging Goblin for all slivers is really, really good. Rummaging Goblin saw play on its own in graveyard oriented decks, or red decks looking for card filtering. This makes all of your slivers into that. Powerful, powerful stuff here.


40- King of the Pride -

Creature - Cat

Other Cats you control get +2/+1.

2/1 (Power/Toughness)

Rating: 7/10'

While a powerful pump to a tribe played reasonably well in EDH, it just doesn't seem tough enough or impactful enough to warrant making cats a real deck. Cats currently aren't a really go-wide strategy, moreso they are a go-tall. This would help the few board-generating cats, and play into their aggro theme, but I am wary of this one.


41- Plague Engineer -

Creature - Carrier

Deathtouch

As Plague Engineer enters the battlefield, choose a creature type.

Creatures of the chosen type your opponents control get -1/-1.

2/2 (Power/Toughness)

Rating: 6/10

While this is a 2/2 deathtoucher with a one-sided Engineered Plague strapped on, Engineered Plague saw very little play. Perhaps with all of the tribal benefits of this set, more tribal EDH decks will see play, perhaps with multiple X/1s for this to kill, but until that happens, this is really, really meta dependent, not exactly where you want to be with many of your cards.


1- Lava Dart -

Instant

Lava Dart deals 1 damage to any target.

Flashback - Sacrifice a Mountain.

Rating: 2/10

Kinda a instant speed Forked Bolt that sacrifices a land. Not very good.


2- Elvish Fury -

Instant

Buyback

Target creature gets +2/+2 until end of turn.

Rating: 1/10

Infinite mana sink techinally, otherwise very, very bad.


3- Choking Tethers -

Instant

Tap up to four creatures.

Cycling

When you cycle Choking Tethers, you may tap target creature.

Rating: 2/10

Tapping creatures isn't a thing EDH players want to do much, but drawing a card while doing it does seem rather efficient, so it isn't the worst card.


4- Force of Negation -

Instant

If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.

Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Rating: 10/10

In EDH, card advantage is relative, with 4 opponents, players will use spells on each other, etc. meaning that it matters little that this is a one for two, it is extremely efficient nonetheless. Additionally, in EDH, 3/4s of all turns aren't yours, etc. This card is incredibly close to Force of Will for EDH, and I can respect it's power in most every blue deck that can afford it.


5- Force of Vigor -

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.

Destroy up to two target artifacts and/or enchantments.

Rating: 10/10

Seriously, this cycle is insane if the blue and green ones are what we go off of. This is a 2 for 2, being free 3/4s of the turns, etc. It is a Relic Crush for one less even without the additonal cost! Absolutely incredible for nearly any green deck.


6- Fists of Flame -

Instant

Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn.

Rating: 5/10

Not a stellar trick or cantrip, but decks like Zada make it win instantly, and Feather can make it do work. Really cool design.


7- Force of Despair -

If it’s not your turn, you may exile a black card from your hand rather than pay this spell’s mana cost.

Destroy all creatures that entered the battlefield this turn.

Rating: 9/10

While incredibly strong, anti-combo, acting as a free "counter a creature" spell in black, it isn't as good as the others, because of how specific it is. Seriously, most black decks would run it.


1- Stream of Thought -

Sorcery

Target player puts the top four cards of their library into their graveyard. You shuffle up to four cards from your graveyard into your library.

Replicate

Rating: 4/10

While a medium mill card, that shuffles cards from your deck into your library all for may sound okay, especially if it decks all opponents with infinite mana, but I just think it isn't good. Self-mill may work with it, like with Tasigur or Muldrotha, maybe Kess could use it, but I have my doubts.


2- Savage Swipe -

Sorcery

Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control.

Rating: 4/10

Slightly better Prey Upon is still not good, and while it is decent in a deck like Selvala, where it pumps a creature that wants to be pumped, as well as possibly killing a creature with toughness 4 or less, all for , most decks just want to stray far away from this if they aren't a budget mono-green deck.


3- Goblin War Party -

Choose one -

  • Create three 1/1 red Goblin creature tokens.

  • Creatures you control get +1/+1 and haste.

Entwine

Rating: 5/10

For four mana, a pump the team+haste or play 3 1/1s in either Krenko list, or entwining it to do both seems rather efficient for budget goblins.


4- Collected Conjuring -

Sorcery

Exile the top six cards of your library, you may cast up to two sorcery cards with converted mana cost 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.

Rating: 5/10

A nice spellslinger card no doubt, but just not insane. Collected Company for sorceries, but since it doesn't hit instants, your deck just needs to have a lot of cheap sorceries. I mean if you hit Pieces of the Puzzle and Doublecast or some spellslinger nonsense and it actually works, that's great! If you don't have a ton of CMC 3 or less sorceries, I doubt it is worth it.


5- Scour All Possibilities -

Sorcery

Scry 2, then draw a card.

Flashback

Rating: 4/10

A bad Ponder with flashback potential. It is only decent in a spellslinger deck running each of the better one mana cantrips, like Serum Visions , Brainstorm , Opt , Ponder , Sleight of Hand , and Preordain as well as Impulse .


1- Serra the Benevolent -

Legendary Planeswalker - Serra

+2 - Creatures you control with flying get +1/+1 until end of turn.

-3 - Create a 4/4 white Angel creature token with flying and vigilance.

-6 - You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."

4 (Starting Loyalty)

Rating: 6/10

While not bad by any means, especially since it is only a turn away from ultimate immediately, Worship could replace it in that regard, additionally, while it is a cheaper Serra Angel with a walker at 1 loyalty attached, with synergy with flyers, I think it isn't super impactful. Extremely strong nonetheless.


1- Astral Drift -

Enchantment

Whenever you cycle Astral Drift or cycle another card while Astral Drift is on the battlefield, you may exile target creature. Return that creature to the battlefield under its owner’s control at the beginning of the next end step.

Cycling

Rating: 7/10

Better Astral Slide , cycles itself, great build around, but even on its own, just a card that can cycle itself to remove a threat for a turn and replace itself is great. It can just be run in a flicker deck or to protect a creature from a sweeper, etc. It is incredibly versatile. Gets a blocker or attacker out of the way, it removes combo cards for a turn, etc.


8- "Force of Virtue" -

Enchantment

If it’s not your turn, you can exile a white card from your hand rather than pay this spell’s mana cost.

Flash

Creatures you control get +1/+1.

Rating: 6/10

Worst of the cycle so far (we haven't seen red), but still okay in a weenie deck. It is decent if you flash it into a Toxic Deluge , etc. but two-for-one-ing yourself for a free Glorius Anthem or casting a more expensive one for flash (or a worse Dictate of Heliod for one less mana) just doesn't seem good in EDH.


9- Etchings of the Chosen -

Enchantment

As Etchings of the Chosen enters the battlefield, choose a creature type.

Creatures of the chosen type get +1/+1.

, Sacrifice a creature of the chosen type: Target creature you control gains indestructible until end of turn.

Rating: 8/10

Anthem and anti-sweeper for 3 mana if you have a tribal base? Sweet in any 5 color tribal list like Najeela Warriors, Slivers, Dragons, or Morophon, as well as lists like Edgar Markov vampires, and WB knights.


ToolmasterOfBrainerd on Modern Horizons Announced

4 days ago

I would have been fine leaving Flusterstorm in Eternal. Modern doesn't need it. It's good in Legacy because there are counter wars and combo decks which play counterspells to protect their combo. In modern there aren't enough instants or sorceries for it to matter.

My problem is that the counterspells in modern all suck. Creatures define the format, so a counterspell needs to be able to counter creatures. And the 2 most playable counterspells, Mana Leak and Logic Knot , are way too fragile. Tron and Titan can easily pay for their costs. Wurmcoil Engine , Thragtusk , and Primeval Titan are the threats which midrange decks struggle the most to deal with. And, from a color balance perspective, these cards are supposed to be soft to countermagic. Greedy expensive bombs should be balanced by their vulnerability to tempo plays. Counterspell would fix that problem instantly. Heck, counterspell still gets blown out of the water by Aether Vial and Cavern of Souls . It wouldn't be broken. It'd help balance.

Counterspell sees play in legacy, but not much. I'd say they are pushing the uniqueness of legacy with Force of Negation way more than they would with Counterspell . Force of Will and Brainstorm are the flavor of legacy.

DemonDragonJ on Modern Horizons Announced

4 days ago

Some of the new cards that have been revealed are quite nice, and I am glad that most of them are not too powerful, to avoid upsetting modern as a format, except for Flusterstorm , which I definitely believe should have been kept only for eternal formats.

ToolmasterOfBrainerd, I would prefer that the original Counterspell be kept only in eternal formats, so that they still feel special; I would rather not have modern become too similar to legacy.

Also, is it safe to call this set a spiritual successor to the Masters sets? It certainly looks and feels akin to that series.

Hollowdude711 on Budget Mizzix Storm [~$100 Competitive EDH]

1 week ago

This deck looks awesome to play for such a good budget! I’m planning on building this and giving it a spin, but I was wondering what you would cut for Preordain , Serum Visions , and Gamble since those are some cards I already own? I also have 8~9 lands that can tap for red or blue mana, so at that point should I try to run Fire Diamond for more on color artifact ramp? Last question; When upgrading the deck in the future for say, a Flusterstorm or Cyclonic Rift , do you do so by removing the worst counter or bounce spell respectively, or by simply removing the worst card in the 99?

Load more

Flusterstorm occurrence in decks from the last year

Legacy:

All decks: 0.41%

Commander / EDH:

All decks: 0.04%

Blue: 0.22%

W/U/B (Esper): 0.31%