Storm Cauldron

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Alliances (ALL) Rare

Combos Browse all

Storm Cauldron

Artifact

Each player may play an additional land during each of his or her turns.

Whenever a land is tapped for mana, return it to its owner's hand.

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Storm Cauldron Discussion

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

1 hour ago

Thanks for the comment! Let me try to address your points as you made them:

  • I find myself frequently making additional land drops post-Sasaya flip, which makes Storm Cauldron awkward. You say it hurts every one else more, but seeing as this is a deck that does nothing until it wins on turn six or seven, spending turn five on an artifact that just makes you a bigger target seems poor to me. The additional land drops are also why I'd rather not run Dark Depths; I'd really rather have as many forests in play as possible.
  • So currently I have six payoffs for having loads of mana: Hydra Broodmaster, Kamahl, Fist of Krosa, Planar Portal, Ring of Three Wishes, Genesis Wave and Staff of Domination. I've never found the need for any more than these. Most of them clog up the pre-combo hand, too, which means I might even want fewer. The only reason Kamahl, for example, is even in the deck is because of fringe wrath effect cases and being at least decent after a whiffed combo turn.
  • I'd rather people read the description I put out for the deck. It's a little outdated, but it does kind of address why I would rather not run Helix Pinnacle or Rocket Launcher. Put simply, once Sasaya flips, I'd really rather not pass the turn again, and these three cards tend to require that loss of tempo.
  • I archived a similar discussion from the last update, but what do you think I should cut for the cards you are suggesting? I obviously can't run 101-105 cards, so what seems weakest in this list to you and why should one of these cards replace it? For example, if I cut Kamahl for Goblin Cannon, how does that make the deck better?

Thanks,

-r

Vorincl3x on Sasaya, Orochi Ascendant Combo (EDH)

10 hours ago

Can I recommend Storm Cauldron? With Sasaya online you're not hurt as much as everyone else, and if she isn't then just tap the lands and get them back in your hand. I've also had great success with Rocket Launcher / Goblin Cannon (activate, activate in response, copy, paste...). Maybe Dark Depths in a land slot and Helix Pinnacle as an alt win condition mana sink?

elgosu1337 on Lord Windgrace - Lands EDH

18 hours ago

Storm Cauldron should be good for more extra land plays and to disrupt opponents when they tap lands for mana. Wayward Swordtooth also gives extra land plays. Nissa, Vital Force can give more card draw. Dakmor Salvage can combo with Gitrog and a discard outlet. Decimate and the new Windgrace's Judgment could be useful removal.

elgosu1337 on Landscape

4 days ago

Just pointing out that you linked to the wrong deck with the same name.

Azusa, Lost but Seeking is almost a must in land decks. Storm Cauldron is great since you hurt opponents more than yourself, and it actually gives you bonus card draw. Horn of Greed and Nissa, Vital Force also give you card draw when you play lands. Patron of the Moon and Amulet of Vigor can give you infinite landfall with ways to bounce lands like Storm Cauldron, Cloudstone Curio, Simic Growth Chamber, Ghost Town, Meloku the Clouded Mirror, or Pearl Lake Ancient.

elgosu1337 on Windgitrogborygnath Vaevic'Kuar

6 days ago

Thescarabbob: Storm Cauldron is in the deck under Land Plays and Bounce. You can also sort by type to look under Artifacts. I wrote about its synergy with Burgeoning in the first section.

Thescarabbob on Windgitrogborygnath Vaevic'Kuar

6 days ago

Are you playing Storm Cauldron in this list? I can't see it so I'll assume not.

elgosu1337 on Playable Jund Lands-Matter Cards

1 week ago

I think Rites of Flourishing is in the wrong place under Mana Doublers. Ghirapur Orrery could also be added to Group Hug. Sylvan Advocate should also be under Lords. You could add Nature's Will and Earthcraft to untappers. Life and Limb is another Animator. Turntimber Sower goes under Token Generators. Storm Cauldron is amazing under Play Extra Lands and Stax. Not sure if you'd want to include Scorched Ruins and Lotus Vale as some sort of sac outlet and ramp. Khalni Gem could go under bounce along with Mina and Denn, and also Golgari Rot Farm, Gruul Turf, Rakdos Carnarium, and Darigaaz's Caldera.

You can also look at my Windgrace deck for any other cards I missed.

elgosu1337 on Lord Windgrace wants to Conquer

1 week ago

You could add Natural Affinity to respond to any creature wipe spells, or even to combo with your own Blasphemous Act. You're also going to need Vandalblast to take out the artifacts of those players who are using artifact mana instead of land ramp.

To get more out of the land destruction, you could add effects to increase the number of lands people play and disrupt their ability to use those lands, like Storm Cauldron, Ghirapur Orrery, Rites of Spring, and Vorinclex, Voice of Hunger.

Overlaid Terrain might be worth it if you are planning to destroy all your lands anyway.

You could cut Multani since it's hard to exploit his land bounce much, so he's just a fat beater most of the time.

Some general lands-matter cards that could help are Azusa, Lost but Seeking, Oracle of Mul Daya, Ulvenwald Hydra, and Squandered Resources.

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