|Commander / EDH||Legal|
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This spell costs less to cast if you control a Wizard.
Wizard's Lightning deals 3 damage to any one target.
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Wizard's Lightning Discussion
3 days ago
5 days ago
Darth_Savage I'll keep the Sword-Point Diplomacy because I like the card idea. I'll do some changes like trade 4x Ghitu Lavarunner to 4x Monastery Swiftspear and 4x Wizard's Lightning to 4x Rift Bolt and 4x Lightning Strike to 4x Magma Jet I'll keep Viashino because I dont think Thunderous Wrath will fit in this deck. Hey bro I'm very grateful for the help :D
2 weeks ago
you should cut down Searing Blood, Wizard's Lightning and Kari Zev's Expertise to add Manamorphose Mutagenic Growth and some protection like Apostle's Blessing/ Bathe in Light/ Shelter, since you want to go full on aggro and probably dump your hand the moment you attack with Kiln Fiend adding Fling back to the deck in the post board or in the main board can give you just enough reach to kill the opponent if you couldn't in the early game. (some of the suggestions need you to splash a color)
2 weeks ago
Poaralion Update for you regarding the pace of the deck. I took home the last two FNMs after making edits to the deck (this list is now current), and the last one I went 2-0 in each round up against Izzet drake/Niv, chromatic black, Jeskai Control, and Golgari midrange. I have not run out of firepower since making the edits, as Risk Factor and Sword-Point Diplomacy give me card advantage late to draw the last couple burn spells needed to win. It's extremely easy to end the game quick when turn one is Ghitu Lavarunner into turn two Wizard's Lightnings or Shocks, activating Ghitu Lavarunner and dealing 6-8 damage on turn two.
3 weeks ago
"ggwpezwin" means "Good game well played easy win", just a joke. If Experimental Frenzy is on the battlefield, you probably win the game.
Also, you don't have any wizard for Wizard's Lightning ! It's really bad then. You could add 4xGhitu Lavarunner and 4xViashino Pyromancer and go down -2xBanefire -2xRisk Factor and -4xDirect Current. Something like this ?
1 month ago
Hey there !
Experimental Frenzy is a game winning card ( especially with Runaway Steam-Kin ), I think 4 copies is nice. Treasure Map Flip is a cool thing to have with Frenzy but not a budget card. Frenzy is really bad with Risk Factor tho. If you want to keep Risk Factor, The Flame of Keld could be something you would play ! ( in the mainboard ) Wizard's Lightning is also a really powerfull option to play, even with only 8 wizards in the deck.
Good luck !
1 month ago
I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.
Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.
You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.
You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.
If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.
Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."
Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.
Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.
Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.
Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.
You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.
Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.
You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.
1 month ago
I hate to be this guy and I promise I have an actual comment but let's get this out of the way... In your description, you list Instants and Sorceries as Instant's and Sorcery's. This implies one of two things; that Instant's and Sorcery's is either being used as a contraction or a possessive. If it were a contraction, then Instant's would be short for "Instant is". If it were a possessive, then Sorcery's would describe something belonging to a sorcery. If you're using the words as plurals, it becomes Instants and Sorceries. I'm so sorry. Time for my actual comment.
This deck needs more consistency. The only cards you have four of are lands, and that's a bad sign. I would recommend the following changes.
Replace Perilous Voyage with Unexplained Disappearance. Surveil is better than scry. It can get instants and sorceries with jump-start into your graveyard. Not only that, but it surveils no matter the target.
Replace Wizard's Lightning with Lightning Strike (or Lava Coil, depending on what you usually hit) or get more wizards. Right now you have seven wizards in the deck, and three of them are Goblin Electromancer, which makes the price the same anyway. So you have 5 cards in your deck that would make Wizard's Lightning better than a plain ol' Lightning Strike.
Fight with Fire is usually going to be either a worse Banefire or a worse Lava Coil. If you get to nine mana, it's better than Banefire, but until you get there, it's a worse Lava Coil. Since a little over a third of your deck is lands, you'd have to draw approximately 22.5 cards to get to nine, unless luck is on your side. So unless you draw maybe 23 cards, and discard 0 lands to jump-start costs, Fight with Fire is worse than either Lava Coil or Banefire.
Ral, Izzet Viceroy's + is bad. His - is only okay. Why are you running him? If it's for the ult, then stop because planeswalkers never get to ult until you've already basically won the game.