Ral, Storm Conduit

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Ral, Storm Conduit

Legendary Planeswalker — Ral

Whenever you cast or copy an instant or sorcery spell, Ral, Storm Conduit deals 1 damage to target opponent or planeswalker.

+2: Scry 1.

-2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

Browse Alters

Ral, Storm Conduit Discussion

ZendikariWol on Izzet and Spellslinger

1 week ago

My vote goes to Melek, Izzet Paragon . I was going to say Niv but I feel like he would take a maximum of 4 rotations to deck you out. But Melek gives you one extra super-card in hand and that’s pretty solid. Seems like the wombo-combo with Ral, Storm Conduit . You could throw in a few infinite copy loops, and the scry is relevant!

Randomsome1 on New card alters don't seem ...

2 weeks ago

hi yeaGO, I am having the same problem. Can you help? I tried uploading the Japanese alters for a couple Planeswalkers ( Ral, Storm Conduit and Arlinn, Voice of the Pack ) a few months ago.

Noire_Samhain on Kykar's Sacrificial Spell Spirits

3 weeks ago

As win conditions, Comet Storm and Jaya's Immolating Inferno could be nice. Make a lot of spirits, sac them all, jack up that X payment and in Comet's case, the kicker.

Plus, it might be good to put the other tokens to use with Ashnod's Altar .

Since you seek to run copy effects, Ral, Storm Conduit could be a good Planeswalker to add another.

multimedia on Davy Jones Pt.2

3 weeks ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Tilling1977 on Eat My Niv

4 weeks ago

Update: I have added a number of cards that I needed in the way of a couple more Ral, Storm Conduit and another Niv-Mizzet, Parun and three more Opt and finally some more Sulfur Falls . I think its starting to take shape now but would once again appreciate any feedback

lucasenra on Ral Zarek

1 month ago

(saw your post on tumblr and had to come and suggest stuff, but feel free to ignore, I'm just trying to throw some ideas out to help out!)

I think counterspells aren't very good as signature spells (but I don't have much experience with Oathbreaker). If you're going for flavor I think Expansion / Explosion , Izzet Charm or Turn//Burn could work. (It could also be fun to build a Harnessed Lightning energy-themed deck for Ral, Storm Conduit :x)

I think that instead of running a lot of creatures with tap (or untap) abilities it would be easier to focus on artifacts for the ramp/card draw/etc with cards like Clock of Omens , Key to the City , Staff of Nin (), Unwinding Clock , Chaos Wand , Oracle's Vault () and a bunch of mana rocks ( Mind Stone , Pyramid of the Pantheon (), Coalition Relic (), Talisman of Creativity , Star Compass , Hedron Archive , Basalt Monolith and Khalni Gem ). Animation Module can add counters to planeswalkers, so that could be fun too.

Invert / Invent and Firemind's Foresight are pretty good budget tutors. Fabricate and the Trophy Mage / Tribute Mage s could be good too.

Ensnare can be a lifesaver in certain situations. Blustersquall is something I thought I would already see in your list.

Temporal Distortion makes things take 1 extra turn to untap. Frozen AEther , Winter Orb and Mist of Stagnation are other relevant Stax pieces if you want to go that way.

Reality Shift is probably the best creature single target removal in blue.

I'd cut down on the number of X damage spells you're running and rely more on having some graveyard recursion/tutoring to make it more consistent. Mystic Retrieval would be my choice to run along with Archeomancer. Mizzix's Mastery is also pretty good, but probably better if you're focusing on spellslinging.

Vandalblast and Shenanigans (or maybe Release the Gremlins for the cuteness) are good artifact removal. Geistblast is a interesting Flashback spell that actually should be like Amonkhet's Aftermath. Insidious Will 's versatility shouldn't be underestimated.

(aaand I already suggested too much. Like I said, feel free to ignore. Can't wait to see the finished deck. I hope something from this mess helps!)

belugawhaleonthefloor on Twincast creating Infinite copies of ...

1 month ago

So I know you’re able to Twincast another Twincast , and make a bajillion copies, but before it hasn’t been able to really do anything. Ral, Storm Conduit has a static ability that does damage whenever I copy a spell, I’m a correct to assume that I can Twincast on whatever like a Lightning Bolt , and then cast a second Twincast targeting the first one, and just loop Twincast s for as much damage as I want with Ral?

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