|Commander / EDH||Legal|
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|War of the Spark (WAR)||Rare|
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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.
Ral, Storm Conduit Discussion
1 day ago
Update: Added Ral, Storm Conduit . But is it worth adding at all? If not, are there any other lands I could use aside from something like... well... Volcanic Island ? It's great, but even I have a budget, I'm afraid...
2 days ago
I know MTG Arena has bugs so I would just like some clarification on an interaction.
I'm building a mean Ral, Storm Conduit Oathbreaker combo deck with Doublecast as the Signature Spell. Does the copy combo work with Narset's Reversal ? It doesn't work in Arena, and I think its because the spell gets bounced to hand and disappears, so Reversal loses its target and fizzles out. Is this right, or does it actually combo together?
How the combo usually works. Use Ral, Storm Conduit 's -2. Cast Doublecast , let the copy resolve leaving the original on the stack. Cast a copy spell ( Fork , Twincast , Expansion / Explosion , ETC). Doublecast activates leaving 2 copy spells on the stack. Use one copy to target the other and loop infinitely for infinite damage
3 days ago
Ziggy-Star-Dust yes, it targets itself over and over and ral just nukes everyone, this combo is broken. they really need to either Expansion / Explosion or Ral, Storm Conduit in this format or the format will be dead on arrival, because everyone will be playing this and winning on turn 6.
3 days ago
I wouldn't put in Sentinel Tower cause it doesn't seem to synergize well with your Oathbreaker or Thousand-Year Storm . the reason behind this is that Thousand-Year Storm will copy spells but they only trigger Ral, Storm Conduit but not Sentinel Tower . Of course you are going to play many spells into Thousand-Year Storm but in most cases it's better to have Ral, Storm Conduit out and dig for your Combo instead of heaving a card that doesn't lead to your win.
3 days ago
I think some guidelines need to be defined on what makes certain PWs stronger than others in terms of tiers. I'd personally consider the tier list in the same way as the EDH one, assuming the 'Walkers in question are tuned to their utmost and pit against one another at their best. I'll throw in my 2 cents.
Mana Cost Even in heavy ramp decks, anything 6 or above I'd feel has next to no chance of being S tier. The format when taken to its extreme is too fast for these decks, especially with so much fast mana banned. Although Ugin, the Ineffable and Tezzeret, Master of the Bridge are certainly strong enough with their ramp to hit A tier, they're just a bit too slow to win at the same speed other decks have displayed. With a punishing enough stax plan, maybe this can change.
Passive Synergy Pretty much relegated to WAR 'Walkers, having a passive makes a big difference in your power level. Dovin, Hand of Control , Nissa, Who Shakes the World and Saheeli, Sublime Artificer all have passive abilities that can push their game plan to further extremes as they are not restricted to one loyalty activation a turn. Although not everything in A tier and above needs a passive, and despite not all passives being strong, this is still a massive boost in power for those decks abusing them. Its all about how well they can accelerate their game plan.
Utility, or the Swiss Army Knife approach Cards like Dack Fayden or Xenagos, the Reveler provide extra utility outside of being used to win the game. Card draw in Dack's case, mana acceleration for Xenagos. Both of these 'Walkers provide the ability to win the game in the right build, but they still accelerate your game plan without a win all the same. This would be near enough essential for S tier and certainly desired for A tier.
How Consistent/Strong they Combo Narset, Parter of Veils , Jace, Wielder of Mysteries and Ral, Storm Conduit have cheap 1 card combos that either win the game or lock opponents out of the game. Arguments about seeing these combos from the command zone and therefore focusing that player should NOT be considered a factor on the raw power level said combo achieves. S tier 'Walkers should have these, but not all who have a combo will be S tier.
Colour Identity Although Sarkhan Unbroken is often used as Dragon tribal, the colours he gives your decks access to provide plenty of combos, ramp and answers to make a strong and consistent deck. Aminatou, the Fateshifter is another example that would fit here, with both of these 'Walkers also providing great utility abilities to support their game plans too. I'll also use this point to state how mono Green really struggles in this format. There are strong strategies such as Nissa, Who Shakes the World combined with Genesis Wave , but even with the various combos to generate big mana and large threats, it struggles to connect a fast win on the turn it is executed. Lacking cheap and instant speed answers to faster decks apart from Beast Within is also a downside for the colour. For that reason, I think it would be a struggle for any mono Green deck to hit S tier.
I hope this helps. Been loving this format and playing it solid for the past 2 months online or with a playgroup at my LGS to try and test what feels like the more consistent strategies, which as it turns out, feel almost like the opposite of EDH. White is a stronger colour than Green, aggro and mill are considerably more viable, decks that ramp to play big spells struggle to win often. Its a refreshing change of pace for multiplayer games.
4 days ago
Commander / EDH*
SCORE: 2 | 66 COMMENTS | 547 VIEWS
Commander / EDH*
3 COMMENTS | 79 VIEWS
Otherwise known as: The title above, + 2 more.
Note, don't worry about my status with Tetzimoc, or my Ludesia Vorthos Deck. Plus, I have been given a chance of a lifetime; Actually making a Sliver Tribal deck; but who to use? The First Sliver (Why does "The Primordial One" have no link?!) or Tomoko Kuroki, Waifu Hime w/ unsatisfyable thirst ? But, aside from those, these are what I want help for on their own;
I got over 70 cards for my Aminatou Oathbreaker Deck, & I'm actually a nonconformist on this degree; I actually don't want Mystical Tutor as the Signature Spell, & I dun think I can make it out alive before playing Approach of the Second Sun twice in one turn. Dunno what to cut, though I guess some ideas, which were for a nonsensical Vorthos deck from long ago might not exactly be the way to go on this; maybe Double Activations on both Panharmonicon & Why the bloody hell is Kaya now a Gatewatch Member?! ? I'm actually interested in this decision, but could it work?
Ol' Melek is back, & as of at least WAR, has some new toys of his own; but I dunno if they really are needed, Ral, Storm Conduit looks awesome, but I wonder if there is hope for that, or even the new stuff for Modern Horizons 1...
& A literal +1/+1 oriented deck. Using Ezuri #2, Simic UG has quite some ways to benefit from them, even gaining abilities that get better the more counters there are. What to add/cut is the big question here, as is the other decks. In this case, though, what to use to make this theme better; all while shutting the Praetors (& Sorin & Nahiri still enemies after Ugin sealed himself alongside a Sparkless Nicol Bolas; the only way these guys can shut their enemyship the hell up) & actually make a true alliance after hell in the Multiverse.
After all this, I might also find some other great scktuff after all this. This is a lot of work, but what can one do for all at one time? Maybe there might be a better option for this. Remember, the CMDR decks still require 100 as a result, while the Oathbreaker deck still needs 60, & Approach of the Second Sun , nor Mystical Tutor are not allowed as Signature Spells; just think outside our boxes.
I hope this is some good help, if any, I've been working on these for either a while, & the original build long ago needs deleting, or the project just began.
Finally, as a last note; I still am looking for a good template of a x4 Command Zone, Graveyard, Exile Zone, Life Section, Deck Section, etc, that is Grand Prix legal, & Pro Tour (Or whatever it's called.) as a whole. I'd like some ideas while we're at all this.
Good Luck for all this, I'll fork the 5 bucks soon enough... ;p
Update: Mono-Green Deck canned, & I've revised Yidris; just in time for a really good Walker from Modern Horizons: Wrenn and Six| Wrenn, plus Six More, & is all awesome. (Crap! Still got nothing!) Can't wait to put this monster in!
Anyways, I'd like some help with the latter 2 for now; I believe I can do Aminatou myself...
1 week ago
Also for your mana curve I think if you want more 2 drops you might consider running 4 of Young Pyromancer and then maybe adding a flexible card like Izzet Charm . You can counter a non creature spell, do some spot removal, or get to your top end faster in 1 card. You could just cut a few 3 drops. My first cuts would be Protean Raider , or Call to Mind or Unwind . If you want more cards on your top end Ral, Storm Conduit might be good as a one or two of.
1 week ago
It is true that copied spells don't count as cast, but Ral, Storm Conduit 's ability actually says "when you cast or copy an instant or sorcery spell", so it also triggers with copies.
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