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Return all artifacts you control to their owner's hand.
2 weeks ago
As I mentioned before, the deck as it is consistently storms out a win on Turn 6. This means at most, I can Chain of Vapor myself for 7 targets (initial + 6 copies from sacrificed lands) off of one blue mana. However, I can Retract all of my artifacts for that same one blue mana, which is far more powerful for continuing my storm count and combo triggers, and doesn't require me to blow up my own land to do it. Like you recommend, I typically save the self-bounces of Retract, Hurkyl's Recall , and Paradoxical Outcome for the turn I am going to win, since they easily double my storm count on their own. Much more effective for this deck than Chain of Vapor, at least in that regard.
I typically do save Krark-Clan Ironworks and Aetherflux Reservoir for the turn I am confident they will lead to a decisive victory. I am also not terribly worried about them getting targeted down in general, since the most common type of removal is creature-based that makes Jhoira the weakest link in the chain. Once she is off the field, this deck grinds to a crawl, and 4cmc to replay her is costly when the top of the curve is 5. 6cmc or more from Commander Tax can easily slow this deck down to the point that it simply can't win. I am not doubting how powerful Chain of Vapor is in general; but I simply do not see how me spending the mana on a spell that my opponent will use to shut off my engine and slow me down is worth including in this decklist. That seems like I would be playing against my own self-interest for a single tempo play, when that isn't what this deck is trying to do.
I do realize I "literally just die to like any interaction at all". That is by design. Since my playgroup is predominantly medium to medium-high competitive decklists (ranging from 50% to 80%), leaving this deck wide open to disruption was an easy and effective way to lower its power-level. There are a few incidental things that can help a bit with protections ( Aether Spellbomb bouncing Jhoira to protect against wipes or get another problem creature off the field; Herbal Poultice as a one-off regenerate to protect Jhoira from a destroy effect; Feldon's Cane and Elixir of Immortality to protect against self-decking, mill, and/or graveyard hate like Bojuka Bog; and Codex Shredder to return destroyed win-cons from the graveyard to my hand for some minor recursion), but otherwise it wasn't a primary focus.
Also note that Conjurer's Bauble is already in the decklist. That is the second recommendation you made that I already have.
Lastly, most of the "pricey" cards in the decklist ($5 or above) were cards I already owned, or were able to acquire for a lower price than listed here on the site (such as purchasing the Engineered Explosives from my friend for only $8.00 as opposed to the CardKingdom price of $18.00; or the Aetherflux Reservoir that I traded for at no monetary cost). ~$26 is the cheapest I can find Mana Vault on CardKingdom and even Lotus Petal is ~$9.00 at the low end, both at less than Near Mint conditions. While they are incredibly effective at what they do and would help the deck tremendously, they are simply too far outside of my budget for a single card, especially when they don't directly represent win-conditions the way that Aetherflux Reservoir does. I am certainly planning on buying a copy of Lotus Petal or two eventually, since it is much more within my general budget for purchasing, but at the moment it is simply not an option for me.
1 month ago
1 month ago
@ Tanukiboi I'm rethinking my approach to Urza with the PE ban and I'd already started some preliminary testing on a more storm oriented variant, so my list is firmly in the "work in progress" stage. Especially since almost 100 games of playtesting is out the window with the PE ban. That being said, I don't necessarily think Urza is a deck that one absolutely has to shell out multiple thousands of dollars to turn into something moderately competitive. There's no real need for things like Candelabra in it as those types of lines are usually already back up lines and High Tide isn't the most effective way to generate lots of mana with Urza (he just needs any random artifacts). It's totally possible to run a bunch of janky cards (like Ichor Wellspring ) that actually help Urza do it's thing using lines with Rebuild , Retract and the like. Even a budgeted, tuned down list with a well crafted gameplan and efficient synergistic card choices is going to be fairly potent. I will say that with PE out of the picture for no budget lists the Mystic Forge or Future Sight combo with Sensei's Divining Top is very likely to be the best option for a backup primary game plan to go along side Dramatic/Scepter combo.
1 month ago
1 month ago
1 month ago
I'm not sure what kind of budget you're looking at, so I'm going to try to keep from suggesting anything too up there.
I'd swap out Purphoros for Reckless Fireweaver . You'll probably end up doing the same amount of damage, but I've found it paints less of a target on you. And Riddlesmith can give you an effect that's similar to Jhoira's, if you want the redundancy.
Stoic Rebuttal is at best Counterspell , and at worst no better than Cancel , so I would just run Counterspell. I know you'll have the Metalcraft 99% of the time, but other than flavor there's no reason to use it instead.
One of the nice things about this deck is how little color mana you need, so I'd upgrade your lands. Since you're running two artifact lands you may as well add in Darksteel Citadel too. Buried Ruin is great for any artifact heavy deck. And Ash Barrens , Grixis Panorama , and Shivan Reef can help color fix for you without slowing you down or hurting you too much. You only have four potential triggers (plus I guess two more for the X spells you have) for Sanctum of Ugin , so I would run another tutor over it, but that's a personal preference. I would also swap out more Mountains for Islands, since your deck is blue heavy, but if you don't have any problems with the ratio then don't worry about it.
Hope some of this was helpful!
4 months ago
Remove: Dack's Duplicate , Diluvian Primordial , Inkwell Leviathan , Ornithopter , Phyrexian Ingester , Psychosis Crawler , Knowledge Exploitation , Dissipate , Reins of Power , Stoic Rebuttal , Izzet Cluestone , Manalith , Spectral Searchlight , Venser's Journal , Vessel of Endless Rest , one land
Add: Whir of Invention , Negate , Retract , Scrap Mastery , Reshape , Hedron Archive , Darksteel Forge , Paradoxical Outcome , Hurkyl's Recall , Thought Vessel , Kuldotha Forgemaster , Saheeli's Directive , Aether Spellbomb , Rebuild , Soul of New Phyrexia , Mycosynth Wellspring , Ichor Wellspring , Foundry Inspector
4 months ago
Here is a list --> Storm List
Essentially, the storm deck as you have seen is attempting to cast a critical mass of spells. Now, while there is a deck that aims to Grapeshot following playing a ton of 0-drop artifacts known as Cheerios, which if your friend lost to this deck on turn two as you say, then this was the deck he played against Cheerios List, I happen to play both of these decks and the more popular aptly named deck Storm is the one that requires the most explanation. That deck can win on turn 3 in a perfect world though often takes a little bit longer to set itself up. The basic idea is to play a cost reducer on turn two in the form of either Goblin Electromancer or Baral, Chief of Compliance and untap on turn 3 with 2 lands. From here the deck has 12 'ritual' effects (named after Dark Ritual which sees play in the legacy version of the deck), in Pyretic Ritual , Desperate Ritual , and Manamorphose which all thanks to the cost reducer net mana, meaning that as you cast these spells you not only raise your storm count, but also are going mana positive.
After these first few rituals the Storm then likely will, in the most basic version of events, cast Gifts Ungiven getting likely the three rituals and Past in Flames . Now, no matter what you chose to do with the gifts pile they will have access to Past in Flames to flashback and then recast all the rituals and other spells they have already casted. Then, once again going mana positive, will cast Gifts Ungiven to grab a win-con, either Grapeshot or Empty the Warrens , and three other cards depending on what is needed to guarantee a win (that is where it gets complicated and discussing these gifts piles are not necessary for giving an overview of the deck). By this time your storm count will wither be at 20 or close to and you simply cast Grapeshot , with the mana you have netted previously, to win the game, potentially doing the Remand trick mentioned above.
That is basically how it works, its about resolving as many spells as possible whilst accumulating mana to cast more expensive spells to essentially repeat the process until the win can be searched out.
Cheerios on the other hand, which if your friend did lose on turn 2 is the more likely culprit, makes use of zero mana artifacts to raise their storm count. One does this after resolving a Sram, Senior Edificer or Puresteel Paladin , meaning as you play a bunch of 0-mana equipment you draw cards. One then casts a Mox Opal and then casts Retract to do it all again and repeat until Grapeshot is found and is cast with two Mox Opal or lands.
Retract occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%