Flusterstorm

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Vintage Masters Rare
MTG: Commander Rare
Promo Set 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.)

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Flusterstorm Discussion

Xica on Flusterstorm would be a great ...

1 week ago

...modern actually has something very similar in Disallow - storm is a triggered ability, so all the hassle of building up high storm count, will still only produce a single copy if this spell is in hand.
And its fast enough for modern.

Flusterstorm is good and needed for legacy because of the fast mana. Thus it should be printed there.
As there is no point to bringing it into modern.

n0bunga on Breya: The Last Metalbender

2 weeks ago

The other hard counters that are at Pact's level are Force of Will and Flusterstorm haha

JaysomeDecks on Thrasios & Kydele, Infinite Partners

3 weeks ago

VanguardianLeo, if you're playing no banlist, I'd suggest looking into Erayo, Soratami Ascendant as your commander. Cards like Flusterstorm, Gitaxian Probe and Mental Misstep, Swan Song, Brainstorm, Brain Freeze, Hindering Touch, etc, let you flip her incredibly easily. Just wain until an opponent plays a spell on their turn, cast a couple, and voila, each opponent is pretty much locked out of the game. Not just on their turn, either. Load in a lot of extra counterspells, and then you just need to keep one up and no one will be able to play anything again. She was banned for a reason.

Other banned cards that would be good: Definitely Time Walk and Time Vault. Even if you don't exploit them, that's an extra turn for 2 mana. You can also set up an Isochron Scepter combo with Time Walk, and the above-mentioned Voltaic Key combo with Time Vault. Tinker is a fantastic tutor. It can drop Blightsteel Colossus on turn 2-3. Heck, turn 1 if you use the moxes, which you should use. Black Lotus, Ancestral Recall, and Fastbond all should be used if able. Karakas, too, if you run white. Biggest commander troll available.

If you don't run Erayo, Soratami Ascendant, then definitely play , and focus on Time Walk/Isochron Scepter and Time Vault/Voltaic Key combos. Leovold, Emissary of Trest would be a fantastic commander for this, as he's potential card draw for you, and can really shut down some opponents. He's also quite cheap, and his third color is green, giving you access to ramp. Sen Triplets would make a good commander, as she gives you access to white removal, including Karakas, and locks a player out on your turn, allowing you to combo easier. Sharuum the Hegemon might make the best commander for you though, as 3/4 of the combo pieces that you should base your deck around are artifacts. Regardless of who you choose, fill with tutors (Vampiric Tutor, Demonic Tutor, Transmute Artifact, Trophy Mage, etc) and then just take infinite turns.

rockleemyhero on [Damia Primer] One Good Turn Deserves Another

3 weeks ago

I like it, cool deck mate! However, as powerful as this looks, it feels a touch too slow in competitive EDH. I would switch time stretch for a mere Time Warp if you still want to keep that win con of infinite turns. JTMS, day's undoing, and whispering madness look like the weakest links imo. I'd replace them with more counterspells (5 is far too few for a control deck in a 100 card deck, try Flusterstorm, Delay, or Arcane Denial) or spot removal (like trusty ol' Abrupt Decay. Where's Mystic Remora? That card is bonkers if you are playing against other competitive decks, easily one of the strongest auto includes in blue. Ad naus is a super powerful card, but at an average CMC of 2.6, it's a bit high and you aren't going to get many cards off of it as you'd like. But i understand if you are just using it as a Stroke of Genius effect.

If you decide to gain an infinite budget or play on cockatrice, I'd recommend the obligatory $$ spells including but not limited to: Timetwister, Imperial Seal, Three Visits, Mana Drain, and maybe Grim Tutor

Again, great deck, it feels very close to its maximum potential. +1 from me and gl! Here's a solid BUG control list for competitive EDH I'd recommend looking over, although it plays a tad differently with tasigur at the helm

PookandPie on DREADNOUGHT ZOO TURN 3 WIN!!

3 weeks ago

Is there a particular reason you went RG for this instead of the traditional U Stiflenought route?

Stifle is just as effective at landing a turn 2 Phrexian Dreadnought as anything else, and it also has the side benefit of ruining a large number of triggered and activated abilities (the latter being extremely important- an opponent's ability to answer your Dreadnought is dependent upon mana. If you Stifle their Misty Rainforest, they may not be able to obtain the GB needed to Abrupt Decay your Dreadnought).

Dreadnought is a hard to protect card, and U offers the capacity to protect him more adequately by utilizing Spell Pierce, Force of Will, Misdirection, Flusterstorm, and more. Black discard, such as Thoughtseize and Duress aren't bad at proactively protecting your win condition either. I just don't see what red nor green bring to the table, aside from acceleration to get out Torpor Orb (which, Ancient Tomb does better at this than anything the deck is currently running). Burning Tree adds no consistency to the Dreadnought win if that is the overall plan, while Ghor-Clan Rampager is the definition of win-more since, yeah, it can give a Dreadnought +4/+4 and haste, but that still won't kill an opponent and will require another Dreadnought swing... meaning why do it in the first place?

This deck toes the line between Zoo and Stiflenought but does neither strategy justice. Zoo-style decks need their mana denial and cheap, efficient removal in order to get through the swaths of larger creatures in Legacy (A Tarmogoyf eats every single creature in this deck that isn't Dreadnought except Vexing Devil, and in order to take one out, you need to 2 for 1 yourself in order to take one out and get your dudes through. That's not good, obviously). Stiflenought needs to get out its giant beater that wins in two turns and protect it so it can win, and obviously running no protection means it's just going to get exiled or destroyed by an opponent while they block your tiny beaters with no problem. I do not see what combining these two strategies really does for the deck archetypes as a whole: Rather than matchups against Miracles, Nic Fit, Storm, Elves, etc., improving, they actually seem to have gotten much worse across the board.

As a Legacy deck, this would have a hard time beating Grixis Delver through its counters and mana denial (Wasteland, Rishadan Port, etc.), it would have a hard time being combo no matter if its Storm, OmniTell, Painter or something worse, and I can't possibly see it winning versus Miracles or any other control deck. Gurmag Anglers just can't be won against if, say, a Grixis Delver dropped on versus this deck, and it'd be hard to resolve a Dreadnought given they run Forces, Dazes, and the like.

Honestly, because of the 4 maindeck Torpor Orb, your best matchup would probably be Stoneblade or something, which is a deck archetype that's dying in Legacy right now.

My recommendation as a player who has participated in Legacy for a decade would be to either drop GR, or drop Dreadnought/Orb and go Punishing Zoo. Zoo can still work in metagames where Eldrazi hasn't overtaken everything else aggro.

awphutt on Competitive Sharuum control/combo

4 weeks ago

Mox Diamond, Chrome Mox and Flusterstorm seem like they could all be good, the 2 Mox being great ramp and Flusterstorm being great for protecting the combo. Mystical Tutor for Ad Naus or Angel's Grace if you've already got Ad Naus could also add some more consistency to the deck.

pkfighter343 on Budget FCT - $1000

1 month ago

The changes:

Bayou -> Blooming Marsh

Underground Sea -> Botanical Sanctum

Savannah -> Temple Garden

Tundra -> Hallowed Fountain

Ancient Tomb -> Godless Shrine

Underground Sea -> Underground River

Mana Drain -> Counterspell

Flusterstorm -> Cyclonic Rift

Timetwister -> Windfall

Dark Confidant -> Divining Witch

Imperial Seal -> Drift of Phantasms

Noble Hierarch -> Harabaz Druid

My first upgrades would probably be the dark confidant, the ancient tomb, and the counterspells - at least in my opinion. I also switched out the tarnished citadel for an exotic orchard because there's more than enough u/b/g in the decks where I'm playing. At a very minimum, it taps for U/B every time, and almost always gets me all 3 of the more important colors.

Frank_Glascock on Yawgmoth's Engine

1 month ago

Librudder, how many cards do you usually draw off a turn two Necropotence?

I am playing Flusterstorm in place of Helm of Awakening and Hurkyl's Recall in the place of Vandalblast. The latter owing itself to the presence of Force of Will in the deck.

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