Possibility Storm

Enchantment

Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it. That player may cast that card without paying its mana cost. Then he or she puts all cards exiled with Possibility Storm on the bottom of his or her library in a random order.

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Possibility Storm Discussion

mtgftw2014 on Red Scare: Zada EDH | *PRIMER*

3 days ago

Hey guys, fellow zada abuser here. Just made my deck this week, so I'm still a zada virgin... Two suggestions that my dirty mind can give though are Knowledge Pool and Marton Stromgald. Both I believe are budget. Knowledge is better than Possibility Storm as it lets you cast yours, copy it, then cast an OPPONENTS! With your low cmc, imagine the storm of possibilities with that. Either cut Possibility, or keep both in for even more fun. If not that, I'd suggest cutting Aligned Hedron Network. I apologize if I missed it also, but Eldrazi Monument? That might be a nice addition to combo with Chandra's Ignition, but it's a pretty high mana cost combo. Those are my kind of fun. Keep Possibility because both together would let you choose where your card goes I think. Whether it goes to your deck or to the Pool. It would be fun haha.

Love-in-Theory on Ignite your Planeswalker spark

5 days ago

No problem! I'd been Brainstorming on a creatureless Keranos deck myself, thinking about running things like Mana Flare, Possibility Storm, and just anything chaotic, kinda like a storm :')

JaceTheSwagSculptor on Uril's Revenge

1 week ago

Glad to hear the deck has turned out for you, even if it was slightly.

I'd choose Possibility Storm over Omen Machine. It's an enchantment, has a lower cmc, and the player casting the spell is probably not going to get something they want.

Personally, I would just replace Winds of Rath. My logic being that I usually only need a board wipe when I am behind (i.e. My general has been wiped a bunch/poor boarstate). If this is the case, then I've probably already lost. Voltron is an aggressive deck, thus we need to focus on resilience and efficiency.

Out of the cards you suggested, only Smoke and Impending Disaster are worth testing in my opinion. The rest feel way too marginal.

There's nothing wrong with wanting Wheel of Fortune. It's an amazing card, yet I forgot about it. It's definitely a better option than Harmonize granted you have the money to acquire one. I'd include it if you have the ability.

Other than Thalia, Heretic Cathar, there is Linvala, Keeper of Silence (good if your meta has an abundance of Kiki/Splinter Twin combo, early game mana elves, or generals with problematic activated abilities like Arcum Dagsson or Yisan, the Wanderer Bard) and Magus of the Moon/Blood Moon (this depends on how comfortable you are playing a three color deck with this kind of effect as well as how many decks in your meta will be punished by it).

I've also tested Sanctum Prelate and Ethersworn Canonist, but they hindered us too much. Scavenging Ooze and Containment Priest didn't do much either, but testing them led me to find that Ground Seal was the most efficient graveyard hate option.

I think running 4 colorless lands is fine. I have gotten away with it and had few issues. You have a lot more options than I do when it comes to that last colorless slot, so choose wisely. Do you value the haste, pump, and vigalence of Slayers' Stronghold? The large pump and evasion from Kessig Wolf Run? The double strike from Sunhome, Fortress of the Legion? The removal that comes with Contested Cliffs? Or the protection that comes from Yavimaya Hollow?

theindigoeffect on Uril's Revenge

1 week ago

Also, I'll work on updating my decklist, once I get the stax cards figured out and roughly how many I should include.

Omen Machine vs Possibility Storm?

theindigoeffect on Uril's Revenge

1 week ago

My deck performed pretty well tonight, but the combined power of enchantment-based destruction and counterspells was ultimately my undoing. Even with two effective card-draw engines, I really wish I had Wheel of Fortune at that point in the game, but maybe that's just desperation talking. Had I mulliganed more aggressively like you suggested, I probably would have won. I definitely avenged my loss from the previous game, just like this deck was designed to do.

I don't know that I encountered a point where Stony Silence or Null Rod would have been useful, and Torpor Orb would have been beneficial in one game and against one player in particular. Don't get me wrong: they're great cards: they just wouldn't have had much relevance.

Thalia, Heretic Cathar is great for its low cmc cost and its effect: any other creature-based prison effects you'd recommend off the top of your head?

Possibility Storm is kinda high in terms of its cmc cost, and Choke is somewhat narrow, but I'm running out of low-cost stax options that don't adversely affect my general, so I might have to risk including the latter, even if it ultimately ends up being a dead card. The rest are definitely viable options: I might have to re-think my cmc limit, but I do agree with your philosophy of being oppressive with prison cards, as opposed to just surviving with pillow fort cards.

What do you think of Mana Web, Mystic Barrier, Crackdown, Karmic Justice, Impending Disaster and Smoke? Not great cards, and I know Mystic Barrier isn't cheap, but it would probably keep me from losing. I don't know. lol Just saw 'em in my notebook, and they seemed somewhat functional.

Thinking of squeezing Contested Cliffs in there: it really would have been useful tonight.

So would you recommend the inclusion of roughly 7 removal cards and 7 stax cards? I typically consider wrath effects to be removal.

JaceTheSwagSculptor on Uril's Revenge

1 week ago

Harmonize was a difficult include for me as well, but it's pretty much the only option G/W and Naya have for card advantage. I don't think giving it a test would be that detrimental as it's a pretty cheap card monetarily. I've had good experiences with it, but I get that not every card translates well.

Also, I wasn't saying you should be running the same exact disruption spells as I do, but that maybe you should consider running more of them. Cards like Possibility Storm, Pyroblast, Nevermore, Choke, Red Elemental Blast, Thalia, Heretic Cathar, and Blind Obedience are all decent options. Your ideal disruption card is something that comes down before Uril or is low cmc and is as asymmetrical in your favor as possible.

Artifact disruption cards (I.e. Stony Silence & Null Rod) are more for shutting down fast mana than they are hosing decks like Arcum Dagsson. Fast mana effects are too common in EDH (at least in my meta) to pass on aforementioned effects. If this is not the case for you, then I could see how you could forgo Null Rod and Stony Silence.

On a side note, I think we might have different definitions of "disruption". I don't necessarily believe removal to be disruption. To me disruption is an ongoing effect that negatively impacts a player or group of players. Thus, in my interpretation you would only have two disruption effects or ~2% (assuming Teeg and Abolisher will be in the next update, please correct me if you have decided to go ahead and include more than this).

I ended up cutting Nykthos, Shrine to Nyx as well due to that fact that I couldn't find a slot for it after discovering Command Beacon was a card.

It's always very difficult to maintain fast mana effects (like Avacyn's Pilgrim) as well as include cards that will carry you through the late game if your general gets wrathed. I've found that in addition to a plethora of indestructible and disruption effects, just knowing how to navigate the game is incredibly helpful. Sometimes you just can't win and you have to live with knowing that you'll occasionally get land screwed, someone will have the nuts, or the table will seemingly have an everflowing number of answers. It's just how Magic works.

I don't want to sound too cliche, but the best thing you can do once you've done solid conceptual work is play games as if they're a learning experience. Coming to better understand your deck and meta is crucial for consistency. People will most likely complain that you play the same deck too much, but if your goal is to build the voltron deck that works best for you then it shouldn't bother you.

NP. Although I can't playtest with you or learn your meta, I'm always open to helping out. Feel free to bring up discussion points as you see fit.

PurePazaak on Ruric Thar and his gang of thugs

1 week ago

I would definitely consider cutting down on your non-creature spells. The best Ruric Thar build I've seen (Stop Hitting Yourself!) runs 14 non-creature, non-land cards. Even that number may seem a little high, but all of those spells contribute to his creature-focused playstyle. The creator of that deck, djewell, is more qualified to give suggestions than I am, and would probably help you out if you asked. That said, I'll give you my two cents:

  • Consider cutting your non-creatures, then replace them with creatures that have similar effects. This is a way you can work around Ruric Thar's damage. For example: Prismatic Lens could be replaced with Zhur-Taa Druid, which cannot tap for red, but is still better, imo. Also, any ramp spells. such as Ranger's Path, could be replaced with creatures such as Wood Elves or Yavimaya Elder.

  • You are going to quickly run out of cards in your hand; you will most certainly need card draw. Fortunately, there are some good creatures and a few sorceries that can help you out, here. Check out that deck i linked to for some ideas.

  • Run spells such as Possibility Storm and Wild Evocation. The former will really screw over your opponents (especially blue players), but really won't hurt you, as you're usually just looking for big beaters. The latter lets people cast one free random spell each turn, which could benefit them. However, if that spell is not a creature, they will take damage. In addition, you get to cast some of your creatures for free.

RicketyEng on Possibility Storm and Storm mechanic

1 week ago

You are correct, but I would like to point out one small detail.

Both Storm and Possibility Storm trigger at the same time when you cast a spell. When you cast Mind's Desire from your hand, you can choose which order to put the triggered abilities on the stack. You could put the 3 copies of Mind's Desire above or below the Possibility Storm. That is, you would have the option to have the 3 copies resolve before Possibility Storm grabs Mind's Desire.

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