Storm Sculptor

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Common

Combos Browse all

Storm Sculptor

Creature — Merfolk Wizard

Storm Sculptor can't be blocked.

When Storm Sculptor enters the battlefield, return a creature you control to it's owner's hand.

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Storm Sculptor Discussion

GoblinsBeatElves on Crucio

1 week ago

You’re welcome! I can see what your saying, that you want to have some creatures with a bit more power for matches that go into later games. Maybe you could take out just 1 or 2 Storm Sculptors for a couple Triton Shorestalkerss or Gudul Lurkers. That would mean that you would get some more early drops, but also have a decent chance at drawing into a Sculptor later game.

GoblinsBeatElves on Crucio

1 week ago

Storm Sculptor seems a bit slow as a four drop. Any love for Triton Shorestalker? Your choice, but it could be something to consider. Gudul Lurker is also an unblockable one-drop, so that could be considered as well. Maybe you could use Bonesplitter or Darksteel Axe for more damage from your unblockable creatures? Anyway, nice deck, I like the idea of it.

ANemoAcids on Wizardy draw with some infinite combos

3 months ago

Let's get you some wincons, and fix that landbase.

First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.

-3x Island, +Simic Growth Chamber, +Yavimaya Coast, +Bant Panorama

-2 Forest, +Myriad Landscape, +Command Tower

-Beneath the Sands + Traverse the Outlands (great way to filter land out of the deck if you get a big hand size power/toughness creature)

-Zndrsplt's Judgment +Thran Dynamo

-Blink of an Eye + Gilded Lotus

-Evacuation +Simic Signet

-Displace +Cultivate

-Mystic Confluence, + Kodama's Reach

-Time of Ice, + Nissa's Pilgrimage

-Entrancing Melody + Explosive Vegetation

Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.

-Watertrap Weaver, + Minds Aglow

-Oviya Pashiri, Sage Lifecrafter + Mind Spring

-Academy Journeymage + Braingeyser

-Academy Elite + Pull from Tomorrow

-True-Name Nemesis + Venser's Journal

-Genesis Hydra + Thought Vessel

- Storm Sculptor + Tishana, Voice of Thunder

-Riddleform +Spellbook

-Divination +Harmonize

-Fleet Swallower +Awakening

Now for some wincons:

-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).

-Saheeli's Artistry +Empyrial Plate (slap that on your commander, give it flying with caller of gales, free commander damage kill)

-Grunn, the Lonely King, + Laboratory Maniac

-Index + Time Warp

-Broken Bond, + Beacon of Tomorrows

-Opt +Psychosis Crawler

-Jace's Ingenuity +Sturmgeist

-Spelltwine. - River's Rebuke

+Isochron Scepter, +Dramatic Reversal (infinite mana combo with some mana rocks)

-Fumble +Illusionist's Bracers

-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)

Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.

Last couple of swaps to make:

-Overwhelming Denial +Counterspell (cheaper, better counterspell)

-AEtherspouts +Swan Song

The bling: Staff of Domination (more kydele comboing)

Patron Wizard

Seedborn Muse

Minamo, School at Water's Edge

Boseiju, Who Shelters All

Cyclonic Rift

Palinchron

Vorinclex, Voice of Hunger

Tooth and Nail

other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor

Kjartan on Izzet Aggro Red/Blue

3 months ago

You don't need 28 lands in an aggressive deck. That being said as long as you play this many 4 drops, you probably can't drop down the the 20 or less most aggro decks run. 22-23 Perhaps?

There are some cards in your deck that there are just better versions of out there.

Shock and Shivan Fire - could both be Lightning Bolts and if bolt is too expensive, then Burst Lightnings.

Valley Dashers could be Stormchaser Mages. Not a direct upgrade, but surely better.

Probably at least 1 Negate should be a Mana Leak to gain some reach.

Flamewake Phoenix's ability to return is almost irrelevant here. Could just be a Chandra's Phoenix. It's cheaper too, so you could get some extra cards out of a trade.

Storm Sculptor doesn't do much for you. You have no highly rellevant ETB abilities, so you could just drop it for a cheaper evasive card, like Skywinder Drake or if you're feeling frisky, stay at four cmc and run Impaler Shrike. This is of course budget examples, for just a little more money you can have the much better Nimble Obstructionist.

Kogarashi on Merfolks not Mermaids

4 months ago

Tatyova is a very good choice for merfolk tribal right now.

I would swap two Deeproot Waters for Aquatic Incursion

I assume the idea behind Storm Sculptor and Rescue is to bounce the merfolk that grant counters, so you can get more counters and more tokens off of Deeproot Waters? Not a bad strategy.

Pieguy396 on Tatyova, A Ballad of Vodka and Merfolk

6 months ago

Hey there! Thanks for your suggestions on my deck!

If you're going for a more Merfolk-centric deck, Kopala, Warden of Waves, Merrow Harbinger, Lullmage Mentor, Seahunter, Cryptolith Rite, and Master of Waves are all very strong.

As for just general suggestions, Counterspell, Kodama's Reach, Krosan Grip, Beast Within, Rapid Hybridization, Reality Shift, Lightning Greaves, Plasm Capture, Eternal Witness, and Explosive Vegetation are all very strong.

Also, not sure if this is something you want to be putting in your deck, but you can go for the Strip Mine/Wasteland lock with Azusa, Lost but Seeking and Crucible of Worlds (or Ramunap Excavator).

Finally, if you're looking for cards to cut, I'd consider Arctic Merfolk, Jade Bearer, Jungleborn Pioneer, Merfolk Branchwalker, Storm Sculptor, Vineshaper Mystic, Extract, Enter the Unknown, and Exhaustion.

Hope this helps, and thanks again for your suggestions!

Mave on Simic Blastoderm

8 months ago

Blastoderm has Shroud. Meaning it can't be the target of Man-o'-War's ability. Wormfang Drake doesn't target any card but forces you to exil a card just like other effects forces players to sacrifice creatures which is why it's the only card that allows you to reset your Blastoderm. But you have a problem if Wormfang Drake is killed while its first ability is on the stack. That way you won't get the creature it exiles back. Altough you still have the option to say I rather sacrifice it and nothing happens because it already left the battlefield -> Meaning if it get killed while its ability on the stack you shouldn't use it on your Blastoderm.

Cards that forces a cost upon you and doesn't use the word target can be used to flicker Blastoderm like:Keymaster Rogue, Storm Sculptor , Veil of Secrecy (if you have other arcane spells)Also some others but I wouldn't suggest them: Havengul Skaab, Horned Kavu (not in your color identity).I hope this helps. Maybe you want blue or green Arcane spells to use Veil of Secrecy more often while making a non-Blastoderm unblockable.

Shirubaurufu on Standard Unblockable Creatures

9 months ago

I understand wanting to build Boggles in Standard, though I don't quite think this is the way to go about it.

First, Deeproot Waters isn't going to be very useful to you being a 2 of in a deck that has 16 Fish and 12 nonFish.

Now, the point of Boggles in Modern is you take Slippery Bogle and pump it up with lots of enchantments and other spells.

Here, you have a card that requires 3 mana Daring Saboteur to be unblockable, as well as a card that gives unblockable upon a conditional requirement being met Herald of Secret Streams as well as a card that requires 4 mana to give a counter Shapers of Nature to make use of Herald.

My advice would be keep the Slither Blade and River Sneak is kind of debatable, but also useful as long as you can constantly pump out a lot of fish every turn. Kumena's Speaker is 100% a keep, as turn 2 you're swinging for 2 damage already. Storm Sculptor is pretty unreliable, and probably not necessary for this deck, given its a 1 of anyway. I'd also suggest dropping the Herald down to 3, at most.

Before I suggest cuts/additions, lets do a CMC breakdown.

1- 112- 183- 64- 5

So the majority of your cards rely in the 2 cmc slot, which some are unneecessary and should be in the sideboard (mainly looking at Essence Scatter and Negate). I suggest moving them to the Sideboard in favor of Larger Than Life & Blossoming Defense.

For cuts, I suggest removing the Sculptor, the Saboteur, moving the Stormtamer side as well, unless your meta is removal heavy (ie Settle the Wreckage , Fatal Push, Harnessed Lightning) and cut the Shapers, as well as bring the Herald down to 3, which should open up 13 slots, depending on what you do. Another sideboard suggestion I have is Shaper's Sanctuary so that way you can try and draw gas or a protective spell if your opponent tries to remove your creature with something.

In place of them, I'd add the new one drop unblockable Mist-Cloaked Herald, at least 1 more Waters and the new Simic Flip land Hadana's Climb as well as possible Kumena, Tyrant of Orazca. Kumena would go straight across for the Shapers, given his counter ability doesn't require holding mana back.

Since you're trying to be unblockable, I'd also suggest the Deeproot Elite as well which will allow you to either A) pump up an already huge unblockable more or B) be good defensive measure in giving a creature a bigger butt.

Other than that, I'd suggest looking around at enchantments and other spells that add counters to get the most use of the Herald, since he's basically where your curve wants to stop.

Now for your manabase, it seems you've more blue than green, so i'd suggest cutting down on the basics entirely, adding in Unclaimed Territory and switching the Woodland Stream for Botanical Sanctum and Hashep Oasis to give your guys that extra oomph you might need to close it out.

If you've anymore questions, feel free to ask. And just to note, these are all merely suggestions, nothing you have to 100% do without a doubt, so use them as you will.

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