Flusterstorm

Legality

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

Printings View all

Set Rarity
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.)

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Flusterstorm Discussion

Spirits on Niv-Mizzet Combo

2 days ago

Hi Thormundr,

I'm not a Niv-Mizzet, the Firemind player, I saw your deckcycle and was stealing your combo information, I'm a Mizzix of the Izmagnus player Mizzix, The Storm EDH player.

In doing so thought I'd mention a few things, see if anything is helpful, probably not,

Fabricate can pull the Isochron Scepter for your Isochron Scepter + Dramatic Reversal (or the Mana Crypt/Sol Ring that is needed to enable the combo?). I know you have Muddle the Mixture to tutor these, but you could Muddle the Mixture the Dramatic Reversal and Fabricate the Isochron Scepter as an additional tool. Worst case you Fabricate a Mana Crypt for net mana.

Merchant Scroll can also Tutor the Dramatic Reversal.

Personal Tutor can pull a Fabricate to top of deck, or if you have Temporal Mastery it can pull that to the top to Miracle for (Personal Tutor) + Temporal Mastery miracle to get the extra turn. You don't actually miss a draw, because you still draw on the extra turn you wouldn't have had anyway (technically). Also I find even if Temporal Mastery is in my hand, Brainstorm can make it favorable, or just wheel it away (not super effective), but you may even cast it for CMC7 in odd cases. Think Twice can Miracle it on opponents turns too, that would be fun.

No Disallow? It's pretty effective Counterspell, albeit CMC3.

You could run Show and Tell + Omniscience + Enter the Infinite, I think Niv-Mizzet, the Firemind would trigger? (but not sure), but your already tutoring enchantments which is very difficult. I know it sucks (no card advantage), but Gamble is a way to tutor a Curiosity and go for the win early. I think Gamble is a necessary evil here due to the difficulty of tutoring enchantments. You could also run Laboratory Maniac to win, even when you Niv-Mizzet, the Firemind + Curiosity maybe you need it to overcome a Trostani, Selesnya's Voice that's gained 60 life or something, just as an alternative to the draw/damage, once your out of cards in your library, no more way to output damage. Beacon of Tomorrows can also save you here too.

Faithless Looting can help with the cycling of the cards too for . Trinket Mage could tutor a Mana Crypt or Sol Ring for or you could add Great Furnace / Seat of the Synod and tutor a land, since Niv-Mizzet, the Firemind is CMC6, ramping spells never hurt.

Lightning Greaves can Haste enable him so he doesn't have to survive, although you have the Counterspell if you don't have a Pact of Negation or a Force of Will handy can protect him, especially in a 4-player pod where you can't Gitaxian Probe everyone. With so few creatures, I get why it's out.

I use Turnabout + Nivix Guildmage to Infinite mana, they can also be used with Frantic Search + Izzet Boilerworks + Nivix Guildmage to Tutor Curiosity or Ophidian Eye or Mind Over Matter. I really over-utilize Nivix Guildmage so probably not right here, but thought I'd mention as it is a tutor to your combos.

Scalding Tarn and Cascade Bluffs would be good land upgrades, you have other fetches so probably didn't need to say this, but Ash Barrens also good because if you need a color it can landcycle and filter out a land, if you dont need it, it comes in untapped and doesn't slow progression down at all.

Anyways, like I mentioned, not a Niv-Mizzet, the Firemind player, but I know how Tutoring really flattens out the consistency on a combo deck, especially one where you have no direct tutors (Gamble) to get the Enchantments to your hand, so some Janky ones might be of interest.

Cheers +1

PS: some evaluations,

Magmatic Insight feels wrong, I like the draw, but sacrificing a land with a CMC6 commander still feels wrong? Plus if you draw it later in the game, it could be a dead draw until you draw a land.

Thought Scour is a pod-specific card? I don,t see much graveyard recursion here, so I assume your pod is top-deck tutoring that you need a response too? Or maybe just looking for as many Cantips as possible? Maybe Whispers of the Muse if you have the infinite mana going, gives you the infinite draw too.

Flusterstorm feels like a dead draw sometimes, especially against . If it's in your opening draw, it probably great, outside of that it's going to be less effective (but not always).

l1f3g4urd on Jhoira, Captain of the Izzet Pearl

3 days ago

I'm with Catbeard, the land count seems pretty low. Maybe run some utility lands to offset the number of rocks, so even if you're flooding you don't necessarily hate drawing them, examples: Academy Ruins, Arch of Orazca, Arcane Lighthouse,Blighted Cataract, Buried Ruin, Cavern of Souls if you already own one, those are pricey, Command Beacon, Desolate Lighthouse, you get the idea. If I were you I'd take out Flusterstorm and maybe Spell Swindle for more versatile and easier to cast counterspell package like Arcane Denial and maybe Negate. It allows you to use your turn better without needing to hold up 5 mana, and also lets you counter more things than Flusterstorm. And stuff like Search for azcanta seems good, scrying in general. And if you're looking to do lots of cantripping with cheap artifacts, Mind's Desire, or Haze of Rage might be pretty sweet payoffs. and if you fill up your hand, maybe Stormbreath Dragon?

TheDevicer on [Obey] - Competitive Control

2 weeks ago

both deadman and I play basically the same deck (I copy his HW as I don't get enough serious games in to innovate). The basic aim of the deck is to tax people just enough to slow them down and throw out hate cards that hinder your opponents disproportionately more than they hinder you. Finally, you try to counter other threats while building card advantage or assembling a combo. That's really how the deck intends to win. Although you can win quickly with the list, it's pretty rare. I'd say you're looking at turn 6 to 10 most of the time. Trying to combo right out of the gates is usually pretty dumb.

Arbiter in most metas can be played as 'soft lock' or 'value-control' as you said, but tends to draw tons of hate from most players as unfun. At higher levels of play, that's not really an issue any longer, but aiming to play 'soft lock' or 'value-control' doesn't work all that well.

When it comes to the cards you suggested, I don't like any of them for arbiter.

The counters you run in arbiter should be as lean as possible while not being too narrow or weak. That's why you'll often see arbiter decks have stuff like Arcane Denial, Dispel, Flusterstorm, etc. The deck lists above doesn't really have the time to sit and draw tons of cards and try to play a reactive counter-based gameplan. That's going to fail miserably. Counters should be something you can sequence into your turn cycles so that you're always doing something productive on your turns. Unwind seems nice on paper, but too often you'll be faced with the decision to hold up the counter or play something relevant on your mainphase. Cheaper counters are great. For players that don't have that much money and can't afford cards like Mana Drain and Force of Will, I recommend cards like Arcane Denial. Delay, Negate, and even Memory Lapse. Cheap and unconditional is ideally what you want.

As for Damping Sphere, it's a tad narrow. I also like some other hate cards over this thing that target the same decks. Ethersworn Canonist, Rule of Law, etc. Still, if your meta is filled with decks that are annoyed by this card, you can run it. Arbiter is blessed with the ability to run a ton of flex cards that are often dedicated for hate. However, many of the hate cards aren't broad enough. For instance, there are games where Grafdigger's Cage is insanely good and others where it's a terrible card. One of the weaknesses of the deck is that it's prone to drawing hate cards that may not be ideal at facing down opposing strategies.

Teferi, Hero of Dominaria is a powerful walker and it would be nice to have one out for several turns, but it's a little too hard to protect. You generally want more consistent cards. I love Narset Transcendent. I actually used to play this deck in a league a while back and ulted her twice the night I first bought her. In some metas, walkers can stick on the field reliably. However, I found it to be really hard to defend walkers. I've since dropped her but I can't bring myself to get rid of her from my collection. Teferi's really in the same boat.

If you want more draw, I've recently been playing Windfall in my list and liking it quite a bit.

Enral on Mach ₱ⱤØⱠł₣ɆⱤ₳₮Ɇ Wieder Großartig (ṩüṗệŕḟŕïệńďṩ)

2 weeks ago

NeonEndymion: List looks pretty good. What is your meta generally like? cEDH as in doomsday/blood pod/teferi stax? If so, you probably can cut Ob Nixilis of the Black Oath/Bitterblossom/some boardwipes and add more cards that help you assemble the combo more consistently. Also in a cEDH meta, you only need two boardwipes (toxic deluge and cyclonic rift) as the meta is very combo-centric and creature light and more permissions/cantrips like Brainstorm.

In a 75% meta, I think your current list of boardwipe should be sufficient. Flusterstorm/Daze/Abrupt Decay are more narrow in scope and should be cut as they don't affect the 75% meta as much in my opinion.

SynergyBuild on How To Lose Friends In Pauper

3 weeks ago

"Counterspell: the best card in all of Magic's history"

But Mana Drain is strictly better.

And Black Lotus/Time Walk/Timetwister/Ancestral Recall exist.

And in terms of countermagic, Force of Will, Mental Misstep, Foil, and Daze are zero mana, Dispel, Flusterstorm and Swan Song are one mana, Negate/Mana Leak are more splashable, Arcane Denial/Remand are more splashable and replace themselves, Disallow is more versatile, Time Stop is more powerful, verastile, and Mindbreak Trap is more powerful (hits more), gets around "can't be countered", and can be free.

Counterspell isn't the best in any category in terms of counterspells, not like it comes anywhere close to the best card.

Eon_of_Chicanery on Muldrotha, The Staxtition

1 month ago

This deck looks super awesome.

I think that you might benefit from running the full 9 fetch lands in order to capitalize on your commander. Especially in cEDH, your life total will usually matter a lot less than the deck thinning. Additionally it will ensure that you always have a land in your graveyard.

Doubling Season also looks a little out of place. The only synergy it has is with the 7 planeswalker and it has actively bad synergy with Glen Elendra Archmage. If you do end up cutting it I would also cut Jace, Cunning Castaway because outside of going infinite with Doubling Season he does not really help your gameplan.

Arcane Laboratory also seems like a card that might be too symmetrical. Your commander actively encourages you to play multiple spells on your turns, so it will be harder to break parity with this enchantment in play. If you are worried about storm try Flusterstorm instead.

Some cards to consider are more cheap removal like Caustic Caterpillar and Executioner's Capsule.

Survival of the Fittest seems busted alongside this commander if you ever find yourself running more creatures.

Mishra's Bauble is really unassuming, but it is effectively Phyrexian Arena with upside when Muldrotha, the Gravetide is in play. If you end up running more fetchlands, it can turn into a free Opt every turn.

Demonic Tutor, Vampiric Tutor, Imperial Seal, and Diabolic Intent will all give you more consistency and allow you to pivot from controlling the board to winning the game very quickly.

All that being said the deck still looks super fun to play. Nice work!

PookandPie on Making her more degenerate

1 month ago

You want it degenerate?

Okay, run Misthollow Griffin and/or Eternal Scourge, and Food Chain.

Either of those creatures + Food Chain is infinite mana for creature spells, and then you can cast Zegana, exile her, re-cast her, exile her, etc., until you draw your whole library (stop short of drawing out, obviously). Cast Laboratory Maniac, and then exile/re-cast Zegana again to win.

To adequately protect this combo, I'd recommend reducing the average costs of your counter spells and protection so you can have them available to cast before setting in on this loop (because Lab Man getting destroyed/exiled with the last draw trigger on the stack is extremely bad). Recommendations are: Swan Song (it counters almost everything that messes up this combo basically), Flusterstorm, Negate, even Pact of Negation could be a good idea.

Long-Term Plans would be a great way to find Food Chain.

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