|Commander / EDH||Legal|
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|Throne of Eldraine (ELD)||Common|
|Promo Set (000)||Common|
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Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
|Have (5)||TrystonSpencer , optimal_bot , rockleemyhero , TheAnnihilator , Forkbeard|
|Want (3)||t0ph3r , BlackShads , lookoutscience|
3 hours ago
Sure thing Awgeez. IMO these are a little underwhelming and could be replaced with better things: Banefire , Divination , Walk the Plank , Preordain , Crackling Drake , Pyramid of the Pantheon , Shock , Opt , Murder , Unlicensed Disintegration , Cancel , Dissipate , Hour of Glory
13 hours ago
You should add Gauntlets of Light . It goes infinite with Faeburrow Elder as long as it taps for at least 4. At which point you can cast your entire deck using Golos, then win with Jace, Wielder of Mysteries . One idea is to run board wipes like Time Wipe and Realm-Cloaked Giant to clear the board after someone has committed to it. Jaya's Greeting , Murder , and Lava Coil can also help to remove annoying creatures early on. Flame Sweep is also a low cost mini wrath that can buy you time. I'd like to see more card draw, consider Growth Spiral , Opt , and Chemister's Insight . Finally my favorite card in my azorious control deck Teferi, Time Raveler , can help deal with control players and bounce troublesome creatures, artifacts, and enchantments while drawing you a card. The +1 is also good cause it gives your sorceries flash essentially.
2 days ago
Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion
3 BIG PROBLEMS > Mana, Consistency, and Modern itself
I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern
Differences I've found
Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.
A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.
Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets Flip, Thing in the Ice Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.
Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).
So, Aetherflux Reservoir sucks. What else is there?
PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.
CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.
PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent
CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con
PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA
CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them
PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card
CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem
PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once
CONS: 1) Summoning Sickness
CONCLUSION Read this if you only care about what I think of the deck and not on improvements
Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.
Unwinding Clock - What are you untapping that you need on your opponent's turn?
Isochron Scepter - a total of 12 cards and they are Vandalblast , which is NOT main-deck playable, Grapeshot , Rapid Hybridization , Dramatic Reversal , which, while it does untap the Sceptor, does very little in this deck, Cyclonic Rift , which can't be overloaded, and Retract , which bounces the Scepter and leaves Retract in exile. Not only is it rare to have an imprint target, but that target sucks.
Shimmer Myr - You don't need flash if you're doing everything on your turn
Erayo, Soratami Ascendant - You don't need its flip side
Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy
Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells
Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3
100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.
Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard
6 days ago
Hey! So I have a few suggestions. Feel free to ignore any/all of them:
Cantrips are your friend in combo decks. Preordain and Ponder are the gold-standard here, since they dig pretty deep for one mana. You're including Brainstorm is good, but I'm not sure it's good enough without non-mana intensive shuffle effects (i.e. some form of fetch lands) to make sure you don't accidentally lock yourself with two cards you don't want on top. While cards like Prismatic Vista and Scalding Tarn can be expensive, depending on your meta something like Terramorphic Expanse or Evolving Wilds might be good enough. Flood Plain and Bad River are also worth considering. Other cantrips ( Opt , Sleight of Hand , Serum Visions ...) are ok but should be considered secondary to Preordain and friends.
Grafdigger's Cage is currently one of the best hosers in EDH, and it does not stop Urza's ability (since Urza's ability exiles the card before casting it, you never cast spells directly from your library). I think it's better than Darksteel Relic , since it still taps for mana and can be a turn one play while having a direct effect on the board state. Tormod's Crypt is a similar card you may want to consider. I think Relic of Progenitus is better than Phyrexian Furnace , especially since you're not running Snapcaster Mage .
Everflowing Chalice seems like a good rock. I've never been a fan of Mox Tantalite , since taking several turns to hit the board is a major drawback. Everflowing Chalice is a slightly worse Mind Stone , but you can cast it for zero when Urza is on the field and have a build-your-own Mox Sapphire .
Retract and/or Hurkyl's Recall can act as pseudo- Paradoxical Outcome s for the purposes of rebuilding mana or building storm-count for Temporal Fissure . They're admittedly not as good, but since you're already running Paradoxical Outcome you may want a redundant card for that effect.
You may want to revisit your counter-suite. Consider substituting more efficient cards for Dissolve and/or Exclude , since three mana is a lot to pay for a counterspell. Things like Spell Snare , Dispel , Spell Pierce , Swan Song , Pact of Negation and/or Delay are all good ways to protect your combo without using too much mana.
I think Mystic Remora is probably better than Rhystic Study . First, it comes down faster (T1 or T2), which means it catches your opponents' rocks when they're casting them in the first few turns. Second, four mana is a lot less payable than one, so you're more likely to draw even in experienced metas. Finally, your strategy is typically going to be a combo strategy -- so you don't need a PERMANENT shield, just one that will last long enough to protect you until you go off with Urza.
Cyclonic Rift is the best board wipe in blue. It's $20 nowadays, but if you can afford one you should definitely run it.
Dig Through Time is an excellent card, as is Treasure Cruise (though I don't like cruise as much as dig in combo decks like this, since it sees fewer cards). Running one of them seems like a good idea.
Chain of Vapor is REALLY good. If you can cast it and bounce an opposing stax piece ( Cursed Totem , Collector Ouphe , Damping Sphere ), it rarely gets reflected. And even if it is, you're likely to just be able to recast whatever they bounce on your board. More importantly, you can use it to bounce a bunch of your low-cost artifacts to both net mana and build storm. So... yea.
Boomcat12B on daxos
1 week ago
Cards to add-
Sea of Clouds You want to add glacial fortress for sure. It is a cheap check land that can come in untapped, and you want Rogue's passage to let you swing freely if your equip pieces are getting destroyed. I would run 36 lands in this deck and Sea of clouds can replace the bounce land if you want to go that route since it is a bit more expensive money wise.
Mystic Remora This will give you better card draw (in addition to what you already have. The more card draw you can have the better. This should give you around 10 pieces of card draw. Some of the card draw is situational so it will come to playing the deck and seeing if you need to add a bit more dedicated pieces.
Cards to suit up with-
Eldrazi Conscription - One of the best enchantments you can have for voltron
Sword of the Animist - Will help out with ramp...Add no matter what. This card is stupid good
Sun Titan - Allows you to get Equipment and artifacts back from the GY and you are running enough cards to make it worth running him.
Silent Arbiter - Perfect for your decks strategy, and will help with crack back
Umbra Mystic - Allows you to sacrifice your Auras instead of Daxos should he be killed.
Battlewise Hoplite - Gives you another creature to suit up if Daxos is taken out of commission or costs too much.
Augury Adept - Card draw and lifegain is worth it, plus it gives you another option for a creature to suit up
Removal- You are actually not to bad off in interaction. Your sitting at around 10 I think, but you do not have any boardwipes and that cna be a problem. However with your counterspell suit and single target removal it might play out alright. It will really be a matter of playtesting and seeing where you want to take the deck.Here are some ideas to add for board wipes (I would add one of these since there is one more slot to fill for the cards I suggested taking out. The rest can be ideas should you need to add board wipes)
Cyclonic Rift - This one is not cheap but I would definitely include it if you are willing to spend the money. I would add it over any of the other cards mentioned in this section.
Just a few ideas for cards to pull-
Mu Yanling, Sky Dancer - It just is not doing anything for you
Tamiyo's Epiphany - It costs too much for what it does
Curse of the Swine - just run a board wipe instead.
Angelic Edict - Costs too much for what it does
Dauntless Onslaught - This deck wants cards to suit up Daxos not combat tricks
Moment of Heroism - Same as above
Silence - A good card but your not looking to combo off so it is a slot you can use to further your game plan
Tragic Lesson - Better options for card draw
Corridor Monitor - Does not really provide much synergy for what you want to do All the bestow creatures- They just cost too much to use bestow and you have better options
Mesa Enchantress - A really good card, but Running 14 enchantments won't proc her enough to give you the value you want
Curse of the Forsaken - Does not really help all that much
Mystic Barrier - It does not really further your game plan
Unknown Shores - It isn't bad but being two colors you don't need to worry about color fixing that much.
Azorius Guildgate - Tapped lands can always be replaced
Alright so looking over the list these are the cards I would take out and the cards I would replace them with. I basically removed cards that did not provide a strong synergy, or cards that could be replaced with more efficient cards. The 2 biggest areas I focused on were Ramp and card draw since you were light in both areas. Simply by adding those 2 packages the deck will start to run better and more consistently which will lead to better games for you overall. I also suggested some lands so you can replace the tapped lands, as well as give you more utility to get dmg in with Daxos. Upping your land count by one should also help your land draw ratio as well. Next I suggested 2 more pieces of voltron that are just too good not to add. I pulled a lot of creatures that you were running because they did not provide synergy or they were just to costly. I replaced them with creatures that provide synergy and value for your deck, and also gives you a few more options in case Daxos gets shut down. Always need a back up plan. Finally Add in at least a board wipe. you really want three and I would personally replace 2 of your weaker counter spells (I left in most of your counter suite)with board wipe pieces. I gave you a few ideas as to cards you could run for board wipes. If you do decide to remove 2 counters to replace with w wrath I would suggest Stymied Hopes and Annul
I kept the upgrades to around $30-$40 dollars (I think I was not adding them up) but they should not more than $50 or so since I know you don't want to spend a shit ton on your decks. Let me know what you think or if you have any questions on choices or reasoning.
2 weeks ago
Thanks for the suggestions! I’ll try some of them out - Opt seems like it would be good for the deck to help dig. I’m trying to make this a Pioneer deck so some of those aren’t legal for the format.
2 weeks ago
2 weeks ago
I definitely wanna pick up 2x more Hinterland Harbor and maybe look into the cycling lands from amonket/fast lands... currently this is the best I have but Im looking to improve the mana base with about anything short of Misty Rainforest in price... Magosi, the Waterveil is an attempt to squeeze in a VERY situational Savor the Moment / Time Warp into the mana base... im not exactly sold on it however if I have open mana/fogs in hand to negate the opponents extra turn sometimes it can end up being a game winning/win more maneuver later....sometimes...but is more often to my determinant with the opponent playing Field of Ruin soon after I give them an extra turn and i just end up giving them a free turn... It just needs to go.
I really love Howling Mine in theory but letting the opponent pick up there deck usually just ensures them coming up with an answer to beat me.... I agree Narset, Parter of Veils might be a much better choice. Im a little bit torn on Explore ... its super powerful but definitly performs better when Im running 24+ lands perhaps I could consider running higher CMC to get better value from it with things like you said like Riftwing Cloudskate ? but otherwise if I have a lower cmc curve as well as a lower mana count it should probably just be a cantrip like Opt .
I do have a few Eternal Witness laying around so maybe with the addition of at least 4 more fogs and 2-3 E.W. I'll have a lot more resilience... but Cryptic Command / Snapcaster Mage /fetches are gonna be just wishful thinking for this deck... dont have any/not willing to buy at this time... some day though... ive spent so much money over the years on cheeky "budget" cards that I could have totally have had a full playset of snappy/command by now :/
nice catch with Spell Queller in the Spirits game...an oversight on my part that has to be addressed... ive ran Raking Canopy in the SB in previous decklists and it worked out pretty good but im not so sure here....thanks a lot for the input! Im gonna keep tinkering with the list!
Opt occurrence in decks from the last year
All decks: 0.82%
All decks: 0.66%
UR (Izzet): 16.44%
Commander / EDH:
All decks: 0.04%
UR (Izzet): 0.56%