Paradoxical Outcome

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Paradoxical Outcome

Instant

Return any number of target nonland, nontoken permanents you control to their owners' hands. Draw a card for each card returned to your hand this way.

Made_Compleat on Paradoxical Storm

1 month ago

bnhs69a, there's no combo per se. You draw a bunch of cards, ramp a ton, play a bunch of degenerate spells to up your storm count, and win with a Tendrils of Agony. Mind's Desire helps you find Tendrils, and Paradoxical Outcome, when paired with all the moxen and other free/mana positive artifacts, draws you cards and ups your storm count.

KongMing on Wizard101 | FREE Download | Play Now!

7 months ago

Thank you for that abravo2060! Looking at the deck, it appears I have 20 Islands, not 19.

I plan on making some acquisitions to upgrade the deck in the near future, I'll share my list with you so you have some more ideas too.

Planned Acquisitions: Teferi, Mage of Zhalfir Paradoxical Outcome Timestream Navigator Thassa, Deep-Dwelling (swapping out Conjurer's Closet)

sylvannos on Hoax Storm v2

11 months ago

@FireMind42: Yeah in that case, you'll want to go for Underworld Breach or Paradoxical Outcome (or something weird with both). I'd lean more towards Paradoxical Outcome because it lends itself better to straight U/R Storm. Not to mention, it opens up Displacer Kitten + Coveted Jewel shenanigans. Then you won't have to rely on rituals so much (Desperate Ritual, Goblin Electromancer, and Seething Song are especially awkward). You can then fit more artifact mana and draw spells.

You'll still want Bolas's Citadel because you're never going to actually spend black mana to cast it and the card is just the nuts in Storm. Memory Jar is always fun with Hullbreacher and Narset, Parter of Veils, but Bolas's Citadel is like Yawgmoth's Will and Yawgmoth's Bargain in one card that can be Tinker'd for (especially with Sensei's Divining Top, Brainstorm, and Ponder). You'll still need Sphinx of the Steel Wind in your sideboard, which is another card you're never going to actually cast.

Since you don't want Monastery Mentor, you'll have to get by with Laelia, the Blade Reforged. Sometimes you'll want to Grapeshot. Sometimes you'll want to Brain Freeze. Sometimes you'll want to Empty the Warrens. Other times, you need something that can get big quick and an easy way to do that is Laelia, the Blade Reforged, Treasure Cruise, and Dig Through Time. She's mostly for Underworld Breach, but I'm not sure you'll need that with Paradoxical Outcome.

I also don't know how I forgot to mention Mind's Desire in my original post. That's the reason to play pure U/R Storm in Vintage LOL. Personal Tutor may also have a potential spot somewhere in this list. It grabs Tinker, Grapeshot, Time Walk, Mind's Desire, and draw 7s. I'd even consider it over the second copies of Past in Flames and Grapeshot.

FireMind42 on Hoax Storm v2

1 year ago

sylvannos Oh my god thank you so much! Sorry for the late response, but I really appreciate all the advice. Paradoxical Outcome is absolutely insane now that you mention the Mox synergy, and I have no idea how I missed Tinker in my original deck building phase.

As for your other suggestions, there are two elements of the deck I want to maintain which I forgot mention in the original post.

  • I want to keep the deck U/R because when I started playing in RTR I was obsessed with the Izzet. In Highschool I had the chance to draft MM13 for a friend's b-day, and after getting passed multiple copies of Gifts Ungiven,Grapeshot,Peer Through Depths, and Manamorphose, I managed to Grapeshot for lethal in nearly every single game. That was when I fell in love with Magic, and I thought Storm was just the coolest archetype because it fully embodies the absolute chaos that is U/R.

  • As for Thassa's Oracle, I have never really liked "you win the game cards," and I prefer to win with damage for flavor reasons. I love the feeling of counting up Storm count before casting lethal, and imagining I am a Planeswalker wielding fire and lightning to blast my opponent to dust (lol). Plus, cards that just end the game immediately tend to make opponents more frustrated than if they were killed by damage. Although that is just my experience haha

I will be experimenting with this build and I am already thinking of ways I can use your recommendations, I've always been a very casual player but I have a big interest in competitive magic so thanks again for the advice. I will be back soon for some more tips! :)

Thanks for the warm welcome, I am VERY excited to be playing such a complex format!

-Ya boi

FireMind

sylvannos on Hoax Storm v2

1 year ago

To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.

Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.

From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"

Hope this helps! Welcome to MtG's oldest and greatest format.

CNG_Stream on Munchin' On Cheerios

1 year ago

Little surprised no Paradoxical Outcome when I first was reading the list, but I can see it is not needed in your list. Nice build. Shame about the Mox for those wanting to play in events.

thefiresoflurve on Typical Hinata is Typical

1 year ago

Okay, so cuts first: 1. all the "Diamond" series of mana rocks can go, they're kind of bad. The signets are good, they can stay.

  1. Paradoxical Outcome can go. It's not exactly what you want here since you don't have strong ETB themes.

  2. Keep Safe there are better counters.

  3. Decoy Gambit can go. Not really strong enough to warrant giving people the options.

  4. Sunbird's Invocation is a bit too expensive for what it does in this deck, IMO.

  5. Dualcaster Mage - this doesn't target (its ETB effect does the targeting), but if you want the copy effect, you can replace it later with something else, like Increasing Vengeance.

  6. Radiant Scrollwielder and Soulfire Grand Master - I saw exactly 4 cards that these even affect, probably not worth using with so little synergy. (and their abilities aren't the most useful here)

  7. Oona's Grace - not bad, but not worthy of the 100.

  8. Aether Gale - you have other cards that do what this is trying to do, but better.

You've also got what looks like multiples of a couple cards, which could help the count. Hope this helps! Let me know after you've made some edits and I'll help some more.

wallisface on UG Erayo Control/Lock

2 years ago

Some thoughts:

  • You need a way to reliably get Thrasta, Tempest's Roar into your hand, as it appears to be the only way you'll be able to apply pressure. Unlike traditional control, you have a lot of Thrasta-enabling pieces clogging up your deck, so I don't think you can rely on keeping control of the game for long before your opponent starts being able to enact their plans. Traditional Storm decks get what they need efficiently by having loads of draw-cards in their decks, so maybe that's a good avenue to explore?

  • 20 lands fees super low, especially when you're running 4cmc stuff like Cryptic Command and Paradoxical Outcome (and you're going to need more than just the to cast Thrasta, Tempest's Roar also... feels like you need to reach 5ish lands??) I would think you'd want 23 lands as a minimum (Waterlogged Grove'd be good additions as you can always draw from them if you're flooding)

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