Add (Red) to your mana pool for each tapped land your opponents control.
|Want (4)||brownwaterboys , Glegg , KimmyBoy , Lastexile0|
Printings View all
|Fifth Dawn (5DN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Mana Geyser occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Mana Geyser Discussion
2 hours ago
5 days ago
Thanks for the suggestions SideBae.
I've made some changed based on suggestions so far.
I doubt I can go to 2 or even 2.5 cmc as a lot of key cards are quite mana expensive.
However, I do have ways to get a bunch of mana like:
1 week ago
Mana Geyser is another good ramp spell. I also agree that you need more rocks.
2 weeks ago
equipment such like prying blade are less effective than instant/sorceries.
Would suggest rebound cards like Distortion Strike as the boost/cast happens twice.
offensive cantrips like Crash Through will help you punch through blockers
Spellstutter Sprite wont be able to counter many spells as you only have 3 faeries
1 month ago
This isn’t something you may go far but since you are already running Narset, Parter of Veils you can also run Windfall , Winds of Change , Teferi's Puzzle Box , Reforge the Soul , Wheel of Fate or Wheel of Fortune . If you do, you force your opponent to get rid of their hand and only draw one card while you get a new hand. Pretty mean but it’s powerful.
Overall I like your list of instants you are running. Seems like they all should work really well! +1 Good luck
1 month ago
TypicalTimmy: thanks for the feedback; I didn't give them haste because they already had a keyword relating to each of their colour pairings/ aspects of being two of them; also, I think it would be waaay too broken if it had haste; e.g. playing a Mana Geyser when there are 30 tapped lands, then playing a ton of spells and yeeting everyone into oblivion with a Gravitic Punch and attacking. However, it would be a really fun thing to do!
1 month ago
You might like these: Narset's Reversal , Bonus Round , Mirror of Fate , Spark Double , Turnabout , Mizzix's Mastery , Past in Flames , Metallurgic Summonings , Mana Geyser , Call to Mind , Spellbinder , Mirari , Sigil Tracer , Toshiro Umezawa , Young Pyromancer
1 month ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!