Surge of Zeal

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Surge of Zeal

Instant

Radiance - Target creature and each other creature that shares a color with it gain haste until end of turn.

Surge of Zeal Discussion

ZendikariWol on Feather, Jank Redeemed

6 months ago

You have a couple spelling errors in the description. Hate to be that guy, but I feel it's better you know, ya know?

"shuold" -paragraph 1, there's a properly-spelled "should" in there too, but trust me I'm not just playing gotcha!.

"not" -paragraph 7, I'm assuming you meant "now"?

Anyhow, down to the actual deck. You have a couple bulk cards I'm honestly a little perplexed by the inclusion of.

Cathar's Companion is a strictly worse Seeker of the Way .

Flamewright , while a fun card, doesn't have any synergy with the deck.

Shower of Coals is just not a good card. 4 damage for 5 mana? I know it's repeatable but it's really not great. I have a pretty hefty removal package and Imma be linking my deck below, if you'd like to look.

Assemble the Legion is in the same vein as Flamewright ; a great and very fun card, with little to do with this deck. In fact- you should make a Marath, Will of the Wild token deck!

Pump spells that probably have better alternatives include Astral Steel (unless you're planning to have 5+ mana up), Captain's Maneuver (though a ton of fun, how often do you actually cast it?), Dual Shot (very weak), Enrage (also overcosted- love the flavor text tho), Kindled Fury (not bad, but there are better out there that do the same thing), Lithomancer's Focus (usually just a worse Brute Force ), Onward / Victory (you can never cast the good half if Feather's out), Orim's Touch (there are just a lot of better protection spells), Radiate (worse version of Zada, Hedron Grinder or Mirrorwing Dragon ), Spark Jolt (scry 1 for 1 every turn is decent, but better alternatives, bla, bla, bla), Sure Strike (worse Invigorated Rampage ), Surge of Zeal (usually worse than Expedite , right?), Tandem Tactics (good, not great tho).

Sorry I kinda gave you a LOT of stuff. This is about what my Feather brew would be if I made it in real life. Fortunately I use tappedout to build my ideal deck and make sure I don't waste all my money on "ooh that's really good, I'll use it sometime" cards. Feel free to yoink some ideas from my brew!


Feather's No Lightweight

Commander / EDH* ZendikariWol

SCORE: 2 | 2 COMMENTS | 195 VIEWS | IN 2 FOLDERS


Pal00ka on Hail the Eldrazi

1 year ago

-2 lands and more mana rocks that are Fellwar Stone, Darksteel Ingot, Izzet Cluestone, Izzet Keyrune, Wayfarer's Bauble, Iron Myr, Silver Myr, etc. The main reason is the more mana rocks you can play T1-3 the better Saheeli's 2nd +1 will be when she hits the board.

I think focusing on outlets that make artifact tokens would be fun and have synergy with Saheeli. Recent sets have given options for treasure (Brass's Bounty), clues (Tamiyo's Journal), servos (Servo Schematic), and thopters (Pia and Kiran Nalaar). Adding in bounce/blink effects would let you keep the army growing.

A fun alternative win-con to ramping into a scary Eldrazi is transforming your token army. Day of the Dragons, Descent of the Dragons, and Dragonshift + Surge of Zeal/Burst of Speed allow a lethal strike out of pretty much nowhere.

More card draw too; Mind's Eye, Staff of Nin, Slate of Ancestry, Ichor Wellspring, Howling Mine, Temple Bell, etc. all get the job done in their own ways. Spell-based draw is good too; Jace's Ingenuity, Ponder, Telling Time, Faithless Looting etc.

Some cards that should also be considered: Trading Post, Kurkesh, Onakke Ancient, Goblin Welder, Slobad, Goblin Tinkerer, Solemn Simulacrum, Nevinyrral's Disk, Shimmer Myr, Feldon of the Third Path, and Hellkite Tyrant.

TheFlame on The Goblin Engine

2 years ago

Added Mob Justice, Illusionist's Bracers, Eldrazi Monument, Mana Echoes, Goblin War Strike, Thornbite Staff, Impact Tremors, Hordeling Outburst, Disrupt Decorum, and Coat of Arms. Removed Archetype of Aggression, Chaos Warp, Goblin Assassin, Hellrider, Lightning Volley, Mogg Alarm, Reforge the Soul, Surge of Zeal, Spikeshot Elder, and Thunderous Might. I have my reasons for each card replacement. The old ones either didn't fit the deck, were replaced with a better version, or pissed everyone off too early.

The replacement cards are what really matter. Mob Justice and Goblin War Strike deal horrendous amounts of damage on the cheap. Stick Thornbite Staff on Krenko, untap him when something dies. It also lets me go infinite if something dies. Illusionist's Bracers lets me copy Krenko's skill for four times the goblins. Disrupt Decorum makes everyone else kill each other. Best to use it when they're all mad at me already. Hordeling outburst is basically just a better version of Mogg Alarm. Eldrazi Monument protects me from boardwipes and fliers. Coat of Arms gives me ridiculous power without powering up the other players too much. Mana Echoes gives me tremendous ramping power. Play Impact Tremors when I have 40+ goblins, it resolves, tap Krenko, EVERYONE DIES.

I think this may be the final version of this deck. I can't really think of any improvements.

NoNeedToBragoBoutIt on EZ

3 years ago
  1. Archaeomancer
  2. Arms Dealer
  3. Aura Shards
  4. Beguiler of Wills
  5. Bojuka Bog
  6. Bramblewood Paragon
  7. Collective Blessing
  8. Collective Unconscious
  9. Cowardice
  10. 2x Curse of Predation
  11. Death Denied
  12. Deathbringer Thoctar
  13. Descendant of Soramaro
  14. Diabolic Tutor
  15. Diluvian Primordial
  16. 2x Dimir Aqueduct
  17. Dire Undercurrents
  18. Divination
  19. Dowsing Shaman
  20. Duplicant
  21. Elvish Soultiller
  22. Endless Cockroaches
  23. Essence Warden
  24. Evil Twin
  25. Faith's Reward
  26. Fangren Firstborn
  27. Fell Shepherd
  28. 2x Fireshrieker
  29. Foster
  30. Foundry Street Denizen
  31. Fresh Meat
  32. Glissa Sunseeker
  33. Goblin Warchief
  34. Golgari Rot Farm
  35. Grim Backwoods
  36. Holy Day
  37. Hour of Reckoning
  38. Inferno Titan
  39. Inspired Sprite
  40. Izzet Boilerworks
  41. Jund Charm
  42. Jund Panorama
  43. Kher Keep
  44. Knacksaw Clique
  45. Loxodon Gatekeeper
  46. Mass Mutiny
  47. Massive Raid
  48. Mirror Entity
  49. Moonveil Dragon
  50. 2xMoriok Scavenger
  51. Mwonvuli Beast Tracker
  52. Nature's Spiral
  53. Night Soil
  54. Nightmare
  55. Nightmare Lash
  56. Nightshade Schemers
  57. Nivix, Aerie of the Firemind
  58. Noble Purpose
  59. Nullmage Shepherd
  60. Obelisk of Jund
  61. Opal Palace
  62. Overrun
  63. Panoptic Mirror
  64. Parallel Evolution
  65. Petrified Wood-Kin
  66. Phyrexian Plaguelord
  67. Planar Cleansing
  68. Primal Vigor
  69. Prossh, Skyraider of Kher
  70. Proteus Staff
  71. Ravenous Trap
  72. Read the Bones
  73. Reap and Sow
  74. 2x Reaping the Graves
  75. Reassembling Skeleton
  76. Reincarnation
  77. Reiver Demon
  78. Rhys the Redeemed
  79. Roar of the Kha
  80. Rupture Spire
  81. Sachi, Daughter of Seshiro
  82. Savage Lands
  83. Secluded Glen
  84. 2x Selesnya Sanctuary
  85. Selesnya Signet
  86. Serra's Blessing
  87. Sift
  88. Sigil of the New Dawn
  89. Silvergill Douser
  90. Spine of Ish Sah
  91. Surge of Zeal
  92. Swiftfoot Boots
  93. Sword of Kaldra
  94. Talent of the Telepath
  95. Temple of the False God
  96. Timberwatch Elf
  97. To Arms!
  98. Vermiculos
  99. Vitu-Ghazi, the City-Tree
  100. Vulshok Battlemaster

NoNeedToBragoBoutIt on EZ

3 years ago

Pucatrade Cards Show

Shrew on Lava Storm Tokens

3 years ago

Based on how the past version of the deck and this version of the deck worked and when they worked, the optimal goal is to get Young Pyromancer onto the battlefield, play a flurry of spells into either a Commune with Lava to go off next turn; or into a big Haze of Rage and give all the tokens haste somehow. Also, the Haze of Rage draws tend to pack the most punch, dealing anywhere from 30-50 damage in a single blow depending on storm-count.

The problem with the first iteration of the deck was that we ran out of mana way too quickly. The problem with the second iteration was that there wasn't enough card draw and relied on a big Commune with Lava to go off the turn after casting it, which then hopes to hit enough spells to go off again.

The best results with this deck came from casting 4-6 spells in a turn while Young Pyromancer is on the field, firing off a massive Haze of Rage, then giving them haste.

I hate to say this, but probably the best course of action for this deck is to put in white for Monastery Mentor. This way, there is 8 of the more powerful effect. However, doing so will un-budget-ify the deck, so let's see what else can be done while sticking with mono-red.

First, there is a great need of draw effects. More cantrip-like effects really (especially since that's what typical storm does in effect). In red, we can add in stuff like Dragon Mantle and Crimson Wisps. For more powerful draw effects, Faithless Looting, Magmatic Insight and/or Tormenting Voice. Magmatic Insight doesn't seem too bad as we're using rituals and we really don't need more than 4 lands to go off.

Of course, this means a good deal of rituals must be kept; not sure how many, but definitely some.

Next, in the haste category, while Goblin Bushwhacker is a pretty good enabler, I don't think this deck wants 8 copies. The big draw for Goblin Bushwhacker is that it gives haste to the entire team for . But, as mentioned by dryb0mr previously, Mass Hysteria could be just as useful, but only for . As you mentioned in the first iteration of the deck, Burst of Speed can work too, just as Surge of Zeal since everything is red (unless Monastery Mentor is used).

Finally, the card copy count is a bit off. Looking at a typical storm build, the deck is packed with cantrips and rituals, with only 1 big draw spell in the forms of Past in Flames (allowing you to continue drawing your deck). We'd need a similar amount here, so 3 Commune with Lava should be the most needed, maybe even 2.
The rest should be cantrips, rituals, enablers (Young Pyromancer/Akroan Crusader/Monastery Mentor), and 2-3 of each finisher (Haze of Rage & Mass Hysteria/Burst of Speed/Surge of Zeal).

On a finishing note, I do agree that the new Reckless Bushwhacker effectively doubles the amount of Goblin Bushwhackers in the deck, but based on them a) only really granting the all-important haste, b) taking up what really ought to be a finisher slot, c) not being a non-creature spell to trigger Young Pyromancer/Akroan Crusader and d) after 3-4 storm spells Haze of Rage + Mass Hysteria packs a stronger punch than 4 Goblin Bushwhackers, I'd take them out. They fit better in a deck that plans on casting lots of little creatures.

Although, with Monastery Mentor in standard, maybe a standard version of this deck could be constructed as Reckless Bushwhacker is the cheapest way to give the entire team haste in standard at the moment.

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