|Commander / EDH||Legal|
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|Tempest Remastered (TPR)||Common|
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Buyback (You may pay an additional as you play this spell. If you do, put this card into your hand as it resolves.)
Target creature gets +3/+0 until end of turn.
Seething Anger Discussion
2 weeks ago
Planeswalkers Scryfall all r/w planeswalkers
Utility Insurrection Armageddon Austere Command Vandalblast Revoke Existence Path to Exile Swords to Plowshares Dawn Charm Recoup Howl of the Horde Increasing Vengeance Reiterate Seething Anger Shattering Pulse Allay Reckless Charge
9 months ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.
1 year ago
This is a cool deck. There's a lot of damage potential. Some things that have caught my attention:
- Why is Great Furnace in your deck? I don't see any synergy with artifacts/affinity. An Evolving Wilds or Abandoned Outpost would be better suited.
- Why do you need snow-covered basic lands? For Skred?
- I think some heavy ramp is needed for this deck to cast your instants and sorceries. Tithe, the rituals, Seething Song, and Battle Hymn would be really good.
- Fanatical Firebrand works really well with Fanatical Devotion. Hey, both have "Fanatical" in their names.
- I think if you can incorporate buyback cards in the deck, then you can get more value out of Blaze Commando. Cards like Anoint, Reaping the Rewards, and Seething Anger might work.
Hoped this helped some.
2 years ago
2 years ago
For this deck, it might be good to focus on mostly red spells to copy with Zada. Good ones are
Expedite (for mass haste + draw)
Kari Zev's Expertise (for a free spell + haste for each creature you have
Borrowed Hostility, Seething Anger, Reckless Charge, Downhill Charge, Invigorated Rampage, Temur Battle Rage (each for massive boosts)
Heat Shimmer, Twinflame (both for copying all you stuff)
3 years ago
Having a good card-draw set will help with both your mana base and filling your hand with cantrips and Storm cards.
I like this article a lot: http://www.mtgeezer.com/hidden-gems-16-blue-card-drawing-spells-part-one/
Aerial Responder will be a great choice as a double-strike target with your commander. Sphinx of the Final Word might be good, too. Ojutai Exemplars, Docent of Perfection Flip, Anax and Cymede, Mirrorwing Dragon, and Zada, Hedron Grinder are neat.
Were I you I would trim down the creatures but definitely keep a bunch of them if Storm-ing is your goal. You have made good choices with them thus far and it would be a shame to not use your commander's ability. I do, however, believe it is a sign of a deck's strength if it functions without its commander.
Curse of the Swine is just good for commander.
Some good cantrips (and cheap spells to be discounted with Goblin Electromancer and Jace's Sanctum) to get your storm count up: Ponder, Lightning Bolt, Shock, Slip Through Space, Disenchant, Retraction Helix, Safe Passage, Snap, Artful Dodge, Twinflame, Distortion Strike, Brainstorm, Vapor Snag, Unsummon, Preordain, Titan's Strength, Pyretic Ritual, Mighty Leap, Strength of Arms, Shadow Rift, Return to Dust, Ethereal Haze, Emerge Unscathed, Chaos Warp, Ajani's Presence, Pieces of the Puzzle, Pongify, Lightning Helix, Brute Force, Banishing Knack, Seething Anger, Spite of Mogis, Void Snare, Polymorphist's Jest, Teleportal
3 years ago
3 years ago
Didgeridooda: This isn't the budget version of the deck, so don't worry about the price of your suggestions - within reason, haha :)
Thank you for the suggestions! My responses, in order:
Howl of the Horde and Reiterate: These are both amazing cards, but they don't work extremely well with my commander. Because the copies aren't cast, they don't activate Zada's ability. This means that these spells would only copy mana rituals most of the time (and the occasional Chaos Warp or Mogg Infestation).
It's worth mentioning, though, that Reiterate goes infinite with several of the more prolific mana rituals in the deck (Brightstone Ritual and Battle Hymn in particular), so that's going into the maybeboard (even though it is a little pricey)! I hadn't noticed that before, haha.
Seething Anger used to be in here, but eventually I just found that it was...meh. The buyback is nice, sure, but +3/+0 wasn't worth a slot, even repeatably. I'd prefer Titan's Strength over it, and even that proved to not be good enough.
With regards to protection for my commander - you're absolutely correct, I need more of that. However, giving her shroud prevents me from targeting her as well, which hurts the deck just as badly as not having her at all. That's why Lightning Greaves is excluded from this list, despite that I play it in almost every other deck I make. Mask of Avacyn gives hexproof, but I just find the card too expensive (in terms of mana) to play.
Mana rocks: I've tried some of these before. Thought Vessel is probably the best here, for its prevention of discard. However, I usually need my early turns for token-makers, and my mana rituals currently work well enough that I don't feel that the ramp is worth the card slots. The only way I'd be willing to play the rocks would be if I could cut a land for them - thoughts?
Arcane Lighthouse: I have very little that targets opponents' creatures here. Mystifying Maze: I find that either I can chump an attacking creature, or it's got shroud anyway - I used to play Maze of Ith in here, and it didn't do what I wanted. Sea Gate Wreckage: I don't think I've ever run out of cards in this deck, and I also don't reliably generate colorless mana. Mirrorpool: This ETBs tapped, only gives me colorless (a problem, with a high devotion to red), and neither of its sac abilities are extremely useful here.
Again, thanks for your comments! :)
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