Creature — Spirit
Sturmgeist's power and toughness are each equal to the number of cards in your hand.
Whenever Sturmgeist deals combat damage to a player, draw a card.
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|Commander / EDH||Legal|
Sturmgeist occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
2 months ago
subbing the following:
Adding in new lands,
3 months ago
Sturmgeist could certainly be a use for FoF, keeping a full grip and having it by a flying beatstick.
To expand on my earlier statements, FoF requires your opponents to make a choice regarding the piles. What card goes where in what pile. As we've talked about previously, your opponents can only put cards into a 3-2 pile, a 4-1 pile, or (never) a 5-0 pile. This opens a lot of room for error because the opponent doesn't know what cards you already have. If you look at the Heartbeat list I linked, the basic combo is mana doubler (Heartbeat of Spring or Unbound Flourishing) plus an enabler (Early Harvest or Magus of the Candelabra), and finally a payoff card (In this case, Helix Pinnacle, but it could just as easily be Banefire or Torment of Hailfire, etc.). The value of what you need from the FoF piles changes based on what you have. Imagine your opponent makes a 3-2 pile, the 3 pile is Early Harvest + Helix Pinnacle + Forest, the 2 pile is Heartbeat of Spring + Island. Which pile you take depends on your cards in hand. If you already have your payoff + your enabler, then the opponent split the piles well by making the 2 pile your best choice. If you already have the mana doubler, your opponent has made a mistake by putting both pieces of what you need into the 3 pile. When you build with this in mind, it becomes an exploitable part of the card.
We can simplify it further than that though. Imagine a situation where your opponent has a Serra Ascendant on the board, and happens to have just hit 30 life. You cast Fact or Fiction, and one of the cards is Doom Blade. Your opponent really wants to keep their activated Ascendant, so they give you a 4-1 pile, with the Doom Blade as the 1. If you're already holding a piece of removal in hand, your opponent has incorrectly read the situation and given you the luxury of a 4 pile. You don't have to be on a combo deck for opponents to hang themselves with this card, you just need to have a grip of unknown cards.
Having an opponent make incorrect piles can be amplified with certain deckbuilding choices. This is where graveyard synergy and recursion come in. When you see a Regrowth or a Snapcaster Mage or Mission Briefing, it becomes harder to split piles, as the other pile goes to the zone where these cards can interact with them. These cards in hand make it easier to take 4-1 splits, and has been known to tilt opponents. Nostalgic Dreams is the absolute all-star in this regard, and its really a nut card when playing with FoF in your deck, but it is sadly not modern legal.
Another type of cards that make FoF harder for your opponents are tutors. Tutors allow you to exploit the knowledge of your list against what an opponent thinks you are able to tutor. This is once again further complicated by what you are holding in hand. You just have to keep your tutor in mind while building, and layer the deck so that a tutor is a toolbox answer
Magnanimous is correct though that FoF should not be your go-to graveyard filler. Cards like Commune with the Gods and Mulch are going to outperform it in this regard. What makes it so good is that there are so many little exploitable parts to the card, being instant speed, opponent pile creation, and your own pile selection, possible GY synergies and fill, many cards go to hand, always digs 5 deep and lets you take the best card. Its really the combination of all of these elements that make FoF very good. You can use FoF to great effect in decks without considering these exploitable angles, but decks that are able to feed on these synergies and punish bad pile choices make this card great.
I'd recommend looking at Gifts Ungiven heavily too, which also relies on opponent's making piles for you to select. Many of the strategies and synergies that work well with FoF work extremely well with Gifts. I've written about Gifts extensively on this list Enchantress Storm Harvest.
3 months ago
I agree Magnanimous... the more I brew/playtest FoF the more im seeing that the Graveyard is more of a bonus rather than focus (or at least it can be).... I think thats another aspect of the card that further separates it from Gifts Ungiven; because I get to pick what goes in the graveyard rather than the opponent.
@dingusdingo Thank you so much for really going above and beyond with your comment! Very helpful and will check out your lists.... very thought provoking with the concept of using it alongside cards that fuel from the hand/handsize like Psychatog/Sturmgeist.
11 months ago
Alright. 4 More potential cuts: Mind Stone , Sturmgeist , Aeon Chronicler & a 3rd Handsize Matters creature. This is it. Whateven I can manage to cut here, I'll offer a suggestion for stuff that does deserve Garruk's Deathblow Chop to the point of getting to the Promised Land of 100 Cards. Also, as for Finale of Devastation I'll just ask: does it also apply to stuff w/ Variable Power and/or Toughness? In this case, Hands Matter Stat Creatures. If not, I guess it's okay to cut? I'm just wondering from you, bushido_man96...
1 year ago
I am in the process of building a new mono-blue Commander deck (Given to Fly). The goal of the deck is to bounce creatures (primarily my opponents' creatures, but I can also bounce my own if it's beneficial), draw a bunch of cards, and win by a combination of slowly draining opponents with cards like Ebony Owl Netsuke and swinging against defenseless opponents with cards like Sturmgeist . I had initially intended for Heidar, Rimewind Master to be in the deck because of the cheap activated cost to bounce creatures, but as it turns out, snow-covered basic lands are expensive as hell and I don't have any. What would you recommend to replace him? I was thinking maybe something like Dominating Licid or Serendib Sorcerer , but maybe you all have better ideas. Thank you!!
1 year ago
2 years 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.
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.
- Storm Sculptor + Tishana, Voice of Thunder
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).
-Spelltwine. - River's Rebuke
-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:
The bling: Staff of Domination (more kydele comboing)
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
2 years ago
I Don't think I have really seen a spirit deck before, I am curious as to how it plays out in your meta.
It seems you have a good start on it but there are a few spirits I think worth mentioning that I don't see among the assembled host. As there is never really anything such as to much draw power, Some options in tribe: Drogskol Reaver, Primordial Sage and Sturmgeist. If you are looking for some more life gain options: Drogskol Cavalry and Wall of Reverence. General mayhem: Celestial Kirin. Cryptic Gateway is decent and Fist of Suns might be vital for getting your Myojins into play cheaply (as it casts rather then puts into play).
Also the mana base seems like it could be trouble as many of your creatures are mana intensive in both color and cost, to that end I would recommend adding more ramp into the deck to both increase the mana pool and smooth out colors issues that might arise, probably about four more at least.