|Commander / EDH||Legal|
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|Future Sight (FUT)||Uncommon|
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Haze of Rage
Buyback (2) (You may pay an additional (2) as you play this spell. If you do, put this card into your hand as it resolves.)
Creatures you control get +1/+0 until end of turn.
Storm (When you play this spell, copy it for each spell played before it this turn.)
Haze of Rage Discussion
3 months ago
@Frewsax Thanks! Haze of Rage is what makes it possible to score a kill with commanderdamage. T1 Chandra, T2 storm into HOR -> 1st opponent down. Requires like a lot of fastmana and you should btw. definately add Sol Ring to my build(sadly my playgroup houserule banned it). Hazoret the Fervent shines more in this regard, as she's got haste and is indestructible. Killing the whole table T3-4 is sometimes troublesome, but getting off a early Volcanic Awakening really helps. Also don't shy back on copying the ritual spells like Seething Song or paying almost all your life to Treasonous Ogre .
3 months ago
Added him as an additional option to Chandra, nice one! Last that came to my mind, which can swing early for a kill with Haze of Rage was Hazoret the Fervent . Also i added Purphoros, God of the Forge , as another option, easy to score a win with Empty the Warrens . Awesome!
8 months ago
Manamorphose would be amazing here.
Also, instead of Vexing Devil, I suggest you play Nivmagus Elemental; it fits a lot better with what your deck is trying to do, and if you played Nivmagus Elemental with storm cards (I suggest Ground Rift since it's only 1 mana and can get rid of blockers, but Grapeshot and Haze of Rage are also options) and "free" spells (you already have Mutagenic Growth but there's also Gut Shot, Manamorphose) you could cast several spells in one turn and play a storm spell, then use Nivmagus Elemental's ability to eat each copy of the spell. The buff sticks around for next turn too, so you don't necessarily have to kill them that turn.
example of turn 2 win with Nivmagus Elemental:
T1: Mountain, Nivmagus Elemental
At the end of that sequence the Elemental becomes an 11/12 with double strike. You don't even need to have a Simian Spirit Guide for it to work, plus a draw such as the one above isn't at all unreasonable.
And btw, Summoner's Pact only fetches green creatures.
9 months ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.
11 months ago
If I may offer a couple of suggestions…
Mystic Speculation would be a good include, since effects that reduce a spell's cost also apply to buyback costs. So if you had Goblin Electromancer in play, you could pay to scry 3 and put the spell back into your hand.
Speaking of storm cards, Haze of Rage is another good choice for the deck, if a bit costly. This storm spell also has buyback and boosts the power of all your creatures. Possibly another good addition.
Naru Meha, Master Wizard functions in a manner similar to dualcaster mage and is a wizard lord.
Niv-Mizzet, Parun is both color and cost intensive, but well worth consideration. Since you're drawing a fair number of cards you can use him to deal with threats and draw even more cards whenever a player casts an instant or sorcery.
Hopefully some of these suggestions prove useful to you!
1 year ago
Definitely going to build this deck. I don't know if I will permanently add it to the deck, but I want to see if Haze of Rage would work well in acting as a finisher for this deck.
1 year ago
I'm not a fan of Aggressive Urge and Wildsize- instant speed cantrip combat tricks feel largely overcosted. Crash Through, Verdant Rebirth, Haze of Rage, Slip Through Space, Warlord's Fury- sorcery speed unblockability or palongside a damage-boost storm spell is game-ending.
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