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.)
|Have (2)||, CampbellStev|
|Want (4)||kadabura , yourfavoritenoob , seannzzzie , TheMillmaster|
Printings View all
|Modern Horizons (MH1)||Rare|
|Iconic Masters (IMA)||Rare|
|Vintage Masters (VMA)||Rare|
|MTG: Commander (CMD)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Flusterstorm occurrence in decks from the last year
All decks: 0.41%
Commander / EDH:
All decks: 0.04%
WUB (Esper): 0.31%
1 week ago
For cEDH level, I'd recommend putting in:
Mystic Remora for additional card draw
Vampiric Tutor for your instant generic tutor and Imperial Seal if you can afford it. Lim-Dul's Vault is also a good tutor/pile maker and Merchant Scroll can search Dramatic Reversal and any counterspell/blue removal spell.
With the banning of Paradox Engine , Despark does not have many relevant targets. In fact, I'd say it's only niche to reanimator targets or any other big creatures that get cheated out, which is VERY dependent on your meta.
Arcane Denial is something I'd only find not bad if it's literally used to protect your win con on the turn that you're going to win; otherwise, you just netted your opponent over you. This one's up to you but I'd rather not play it.
1 week ago
Fundement - Blood Pet is a dead card outside the hulk pile and opens the pile up to further interaction such as Mental Misstep and Flusterstorm . Furthermore, the Spellseeker pile is also meant as a way to Flash Hulk through Cursed Totem which stops Blood Pet .
1 week ago
I think having these counterspells will certainly help you do what it is you are trying to do and protect that plan.
2 weeks ago
Stifle and Tale's End are both cards I run in a lot of my blue midrange-control-stax builds. Almost always Stifle , it is along side Swan Song , Spell Pierce , and Flusterstorm in that regard for stopping things like Hulk triggers and fetchlands, Tale's End having the useful, "normal" counterspell tech for cards like commanders and random cards like a Sai in an Urza deck or a utility walker like Narset in many blue lists these days.
While I recommend Stifle most, I could see Trickbind and Tale's End being more useful with the fish builds taking the metagame by storm.
2 weeks ago
Hmmm... Ok deck I guess I think it could use a few more counterspells. You may want to add: Abjure , Admiral's Order , Aethersnatch , Annul , Arcane Denial , Commandeer , Commit , Confirm Suspicions , Counterlash , Counterspell , Cryptic Command , Daze , Delay , Deprive , Desertion , Disallow , Dismiss , Disrupt , Dream Fracture , Ertai's Meddling , Evasive Action , Exclude , Faerie Trickery , Familiar's Ruse , Flusterstorm , Foil , Force of Will , Force Spike , Hinder , Insidious Will , Last Word , Logic Knot , Mana Drain , Mana Leak , Memory Lapse , Mindbreak Trap , Muddle the Mixture , Mystic Confluence , Negate , Out of Bounds , Overwhelming Denial , Overwhelming Intellect , Pact of Negation , Remand , Sinister Sabotage , Spell Crumple , Spell Pierce , Spell Shrivel , Spell Swindle , Spelljack , Stubborn Denial , Summary Dismissal , Swan Song , Thwart , Unsubstantiate , Venser, Shaper Savant , Void Shatter , Illumination , Lapse of Certainty , Mana Tithe , Failure , Dovin's Veto Just to name a few.
3 weeks ago
Take out Manalith and add a Mana Geode instead. So that when you blink the Mana Geode , you can scry 1. You can play cards Flusterstorm to deal with a storm deck and take out Lapse of Certainty . How competitive is your meta, on a 1 to 10 scale of competitiveness 1 being the worst deck ever and 10 being that it can play with really competitive deck, where would you put your deck on the ranking. Just write a number and I'll know how to help modify it.
1 month ago
I like the deck. I have a question about a couple of card choices, however.
I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.
Would you consider running other cards to those two? Or would you consider running more counter magic?
With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).
If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .
If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.
Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.
Simple suggestions, but otherwise, deck looks pretty sweet.
1 month ago