Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's converted mana cost.
Cycling (, Discard this card: Draw a card.)
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Shark Typhoon Discussion
1 week ago
Hi Massacar. Thanks for the suggestions! Goblin Bombardment is already in the list, and Metallurgic Summonings is certainly worth a look. I have Shark Typhoon covering the Metallurgic Summonings angle in this list specifically because there are a sizable number of artifacts and enchantments in the list which Shark Typhoon will make tokens for and Metallurgic Summonings will not. It might be worth including on top of the Typhoon, but I am not sure what I would replace. Thoughts?
1 week ago
eEsnowalkerEe with a monsoon of respect, because I am working on my own Flash/Rogue deck at the moment (was looking around to get ideas on tuning my deck when I found yours), if you have to mull to get a certain combination of cards to win (or have a good time) then the deck needs to be tuned. Unless you have a deck like Jeskai Fires where you NEEDED to have 1 specific card in your hand and you can mull to 1 to get it, or unless you have a mad draw engine, then mulling to get a good hand doesn't, in my experience work. When you mull, in most cases you are starting the game at a disadvantage, one that even an ideal draw has difficulty bailing you out of. This deck does draw pretty well as long as you can keep Slitherwisp on the table, but I still think mulling to an ideal draw isn't great. The trouble I have been having with my own Flash/Rogue deck post-Zendikar drop is the speed aspect. I am finding that I have too many bombs and my list is too diversified and I am trying to fit in too many cards that I like because I like them rather than for their impact on the game. I wonder if some of that is going on here. I think Slitherwisp is one of those McGuffin cards that looks like it should be tearing shit up like a madman, and you have some counter to try and keep hold of it, but in my experience when you drop a wisp on the board your opponent goes balls to the wall to remove it and unfortunately, there is much more creature removal (and more creative ways to remove creatures) then there is removal of any other type. I want Slitherwisp to be badass too, I love the card art and the ability, but I don't try to build decks around it anymore. Cunning Nightbonder might also be a problem for you here. It makes your Flash cards uncounterable, but I think a smart strategy of playing around counters or making your opponent counter stuff you want them to counter is better and it frees up space for say, Soaring Thought-Thief which will help you get cards into your opponent's graveyard to make Drown in the Loch better. Drown is great because it works like a counter or as spot removal if you need it, but in order to be useful your opponent's graveyard needs to be full. Massacre Wurm is another bomb in your deck that is an AWESOME card. I drew a double-rare pack with a full art Wurm and a regular Wurm in it and I have been fooling around with some Gyruda, Doom of Depths/Massacre Wurm nonsense in another deck. The problem with Wurm in your deck, is without any kind of ramp at best, you can't cast it until turn 6, and in most cases not until much later and by that time your opponent might be overrunning you. Your average converted mana cost is 2.73, which means you could probably trim a land for something else. I'd also look into dropping Shark Typhoon. I have found cards like Jwari Disruption and Glasspool Mimic can help with a crucial ability in a crucial moment, or throw you an extra land when you are getting screwed. Blackbloom Rogue synergizes well with the mill/rogue strategy also while also giving you a possible land in a moment of need. I have been including a limited number of these double-faced half land, half something else cards in place of regular lands in my lists to squeeze in some extra flexibility. Mind Carver is another card that works well with the mill strategy. I'll be throwing up my own Flash/Rogue list here shortly when I am finally happy with it. I went Grixis and splashed Red for Embercleave, Valakut Awakening, Goblin Tunneler, Spikefield Hazard, and Zareth San, the Trickster.
1 week ago
I usually try to stay away from infinite combos, they're just not really my play style. And this deck is focused a lot on usually doing 1 big spell per turn. I end games with the token producers in the deck. Especially Shark Typhoon and Metallurgic Summonings, when you untap Kaza 2-3 times and dump it into an X spell you can end up making some big tokens that opponents don't always have answers to. I need to play the deck some more before I can really understand all the ways I win but so far playing big spells and hitting people with tokens has worked perfectly for me! manofsteele420
1 week ago
2 weeks ago
You should also consider running more mana rocks like Sol Ring, Arcane Signet, and Fellwar Stone. Then probably look to swap out your lands that come in tapped with either basics or other lands that don't come in tapped that fit into your budget.
Next I would advise you to think about what you want your deck to do. I feel like a lot of the cards in this list don't necessarily fit the overall strategy and lack synergy with other parts of your deck. For example, why are you running cards like Shark Typhoon, Council's Judgment, Omniscience, and Leyline of Anticipation? How do they fit into your commander's strategy? Also think about cards that you could improve on. I can tell you want to incorporate some sort of stax/pillowforty element into your deck with cards like Lawmage's Binding and Gwafa Hazid, Profiteer, but there are better cards we could swap these out for like Ghostly Prison to complement your Propaganda and Crawlspace to limit the amount of hitters coming at you. Looking at your current list it feels like you want to make this into a deck that wins and doesn't care about the fun of others (after all you're playing Sen Triplets), so look to improve your existing picks and ask yourself what your cards do to further your strategy.
Finally, take out Deafening Silence and Meddling Mage. The latter hurts what you're trying to do a lot. You'll only be able to use people's hands to a limited degree and it just slows the game down a lot in general without helping you win. The former just doesn't do enough when you could just cast their threatening spell yourself to get rid of it.
Good luck with this deck! I hope it comes out to your liking and I hope I was of some assistance. :^)
1 month ago
Hey, Thanks. If you really want more ways to win, I guess you can add Torrential Gearhulk. You can't really play planeswalkers due to teachings, so not a whole lot of other options. I'm considering a Shark Typhoon or 2 for the board for that exact reason.