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Impulsive Firestorm (Syr Carah cEDH Primer)

Commander / EDH Burn Competitive Mono-Red Primer Storm

mistborn314


Maybeboard


The Case for Carah:

Mono red has some impressive commanders, but Carah serves a unique slot in the burn archetype.

"What?" you say, "Burn in cEDH? That's crazy talk!"

And you would be right, technically. But before I can justify burn in cEDH, I need to explain why Carah specifically is out commander of choice. When she was first spoiled, Carah was considered to be sub-optimal for the commander compared to Torbran, Thane of Red Fell or Neheb, the Eternal. The main complaint was her hefty price tag of 5 CMC. Neheb and Torbran are both powerful cards in their own right (especially Neheb), I have found them to lacking when it comes to playing burn in commander.

In a traditional game of magic, there are two players with 20 life each. Burn, at its core, is an aggro deck. It seeks to reduce your opponent's life as quickly as possible. Thus, the traditional burn deck runs cards that have a high damage-per-card output. Since each player starts with 7 cards in hand (assuming no mulligans), the rough ratio needed is about 3 damage per card. Lightning Bolt, Goblin Guide, and Monastery Swiftspear are great examples of cards that have a high damage output for their slot. Therefore, one runs a full playset of the most efficient burn cards relying on the card-per-turn, low CMC, and the high damage-per-card ratio to carry the game. Burn is a thriving strategy that has some variant in almost every format, from Pauper to Legacy.

Things get hairy when it comes to commander. Now players have double the life, and there are 3 times more opponents! Compared to the traditional game of magic, a burn deck looks to deal 20 damage ASAP. Now, in Commander, one looks to dish out 120 damage ASAP. A burn deck has to be 6x times more effective!!! (I think, I'm not a statistician...) Despite a larger card pool to draw upon, the combined factors of larger decks, singleton format, and no proportional increase in cards-per-turn or starting hand size dilute the compact efficiency of burn and ensure that deck will run out of gas long before the table is dead.

Storm offers an avenue for decks to amplify the damage-per-spell ratio and break parity with the higher life totals. However, traditional storm also suffers from the singleton format since it dilutes the compact efficiency of cantrips and rituals since decks cannot run a full playset of "free cards" like Gitaxian Probe and Manamorphose. There are ways to address these problems, namely with infinite storm loops with Isochron Scepter and Dramatic Reversal combos into a win, but outside of a combo, traditional burn lacks the card advantage needed to power through a large pod (especially post-Paradox Engine ban).

Aggro creature-based decks exist, sure, but traditional spell-based burn has struggled. The problem with burn is not a lack of damage or that the life gain effects (like Extort) scale better in multiplayer; there are plenty of damage doublers like Furnace of Rath and anti-lifelink effects like Sulfuric Vortex, yet the archetype struggles to thrive. Even big mana decks that lean into finishing off the table with a massive Fireball. The punchline: the key for burn's success in EDH is card advantage.

This is why Carah is a better commander for burn than either Torbran, Thane of Red Fell or Neheb, the Eternal. Neheb is great for big X Fireball burn or Aggravated Assault extra combats decks, but the mana is only useful is one has cards/abilities to utilize it. Neheb lacks the card advantage to persevere into the mid/late game if your hand is depleted. As for Torbran, he may be great for lower power tables that will allow you to sit there and slowly ping the table to death, in my experience, Guttersnipe effects only earn enemies and don't survive long. Additionally, Torbran doesn't have much to offer outside his damage increase; he doesn't generate mana or card advantage. On top of that, his damage buff doesn't increase the efficiency of our cards to compensate for the lack cards/mana. These factors combined mean that Torbran is basically a win-more card and ill-suited for higher power tables. Don't get me wrong, both are amazing cards, but Neheb decks have a slightly different focus and Torbran is an overrated commander for burn (even though he is a fantastic card which we run in the 99).

A recent addition to the pantheon of red legendries is Birgi, God of Storytelling  . Her front side is a crazy value engine that ensures that you have the mana to ramp out whatever threats you need ASAP. Her back side ensures that you do not run out of cards. Overall, she is a direct competitor to Carah's role in burn. However, I believe that Birgi achieves her full potential in a combo-oriented deck built around Cloudstone Curio and Dockside Extortionist loops. However, I hove found that Carah has a unique position to where she has a parasitic relationship with the current status of cEDH (more on that in deck description).

All of this to say that I believe that Carah has unrealized cEDH potential that is overshadowed by other red legendries.

Deck Overview:

Carah essentially allows us to turn our burn spells into card advantage which, in turn, we can use to up our storm count into more burn spells. I will be upfront: this is not the most efficient commander for storm. BUT THIS DECK IS A ROLLER COASTER TO PLAY!!! Take the adrenaline spike you get when the slot machine spits out cash and blend it the terror of playing Russian Roulette with a loaded gun and you now have a rough idea of what games with Carah at the helm feel like.

This is a storm/burn deck. This deck is defiantly not Tier 1 cEDH, but it can hold its own with the rest of the high rollers. The deck can punish greedy Ad Nauseam players, Tymna the Weaver hate bear decks, and (with the appropriate sideboard additions) punish table for the abundance of 3+ color decks running minimal basics. The amount of pings and bolts we run is quite high, and those cards are disproportionately effective in cEDH to kill creatures. An bit of anecdotal evidence, but I play in a elfball/hatebear heavy cEDH pod, and essentially being able to wipe the board every turn with Pyroclasm-style effects is crippling. Despite our main game plan not being an end-all-be-all infinite combo, the central engine is surprisingly powerful since it preys upon the nature of cEDH gameplay.

I recommend the deck if you enjoy the following:

  1. Spell slinger decks
  2. Complex lines of play (especially lines that will vary drastically from game-to-game)
  3. High-risk, high-reward plays
  4. Underdog commanders
  5. Winning (and loosing) in a spectacular fashion

If you don't enjoy the following, this might not be the deck for you:

  1. Whiffing, like whiffing really, REALLY hard...
  2. Glass cannon decks that are commander centric
  3. Minimal interaction with the stack
  4. Inconsistent lines (what we want to do never changes, how we do it is never the same)
The deck has three primary goals:

1) Storm off.

1.a. Naturally Storm off with Aetherflux Reservoir by churning through you deck. To facilitate these goals, we have a low CMC curve, cost reducers (Helm of Awakening and Ruby Medallion) and Carah + burn spells.

2) Burn out the table.

2.a. Death by a thousands pings. Torbran, Thane of Red Fell will help facilitate this line of play since he turns all our pings into Bolts.

2.b. Recycle big burn cards (like Acidic Soil or Fiery Confluence) with Past in Flames or Underworld Breach.

2.c. Fireball finish. Alternatively, we can dump a bunch of mana into Earthquake or Rolling Earthquake, (you have to have the highest life total for this to work). We can generate a pile of mana with Neheb, the Eternal, or infinite mana with the Birgi-Ignus loop plus Runaway Steam-Kin, Ruby Medallion, or Helm of Awakening.

burning out the table may seem daunting, but cEDH players tend to be pretty greedy with their life totals. If you can chain together a handful of burn spells, sometimes the Turbo Nause player is just dead.

Since our commander is the linchpin of the deck, we want to get her out ASAP. Typically, I want to see 1-2 lands, 1-3 mana rocks, and either a ritual or card draw (draw in the form of looting, filters, or burn spells). Any hand that lets us get Carah down T1 or T2 is usually worth keeping (so fast mana, Seething Song, Jeweled Lotus are all good keeps). If you are dumping your hand get Carah out early, you NEED to have some protection otherwise you are dead in the water if she gets picked off.

Alternatively, a hand with decent ramp and one of your card draw engines or a wheel is typically worth keeping. Cards that allow us to filter our draw, such as Sensei's Divining Top or Dragon's Rage Channeler will smooth our out our early turns. Since we get to impulse draw with Carah and burn spells, a Flame Rift or Gut Shot can take the place of card draw. But, DO NOT KEEP A HAND WITH BURN IF YOU DO NOT HAVE THE MANA TO GET CARAH OUT!!! The burn spells only take the place of draw while our commander is out.

So, in summary:

  • A hand with fast mana and burn is solid, blitz-for-win.

  • A hand with okay mana and card draw engines/wheels is decent.

  • A hand with okay mana and burn is terrible (exception).

The most critical element of choosing an opening hand is understanding what you are up against.

Aggro/Fast Combo: If I am up against fast combo like Turbo Nause or Godo, I will keep a fast hand if I think I can race them, otherwise I will hang back and try to let other decks manage the threat and capitalize on depleted hands and spent answers.

Midrange: Typically, I will look for a more aggressive hand if I am staring down semi-controlling midrange decks--but not a blitz-for-the-win hand. Play value-generating engines and bait out answers during my early turns while digging for interaction to protect our storm turn. In these games, I am more willing to fire off sweepers like Rolling Earthquake to keep all of the Tymna fodder, hatebears, and dorks off the battlefield to disrupt my opponent's tempo as much as possible. Thus, having okay mana and burn is fine as long as you have a way to start churning through your deck.

Stax/Hard Control: Stax depends on the type of stax pieces out and the other decks at the table. If the stax is crippling another player, I will try to let them deal with it since we struggle to remove problematic enchantments like Rule of Law. If it looks like I will be the only one crippled by the stax, then just race the hate pieces and storm off before the come down. Worst case scenario: the best removal is player removal. This is where the exception for that last hand situation noted above kicks in. Having a handful of bolts and okay mana is acceptable to prepare for a grindy game where you need to pick off problematic hatebears. You can pivot to building a value engine that can wait for the opportune moment in the midgame. If you are locked behind enchantments, Blast Zone is probably your only out, so any way to seek it out is decent.

3 Part Deck:

We need three pieces to assemble our engine: 1) Our Commander, card; Syr Carah, the Bold needs to be on the battlefield. 2) We need to have a cost reducer or mana generator out (we can go for the win without one of these, but closing out a game requires a mana engine 9/10 times). 3) Access to a burn spells--either in exile with Carah, in our hand, or in our graveyard with Underworld Breach or Past in Flames.

1) Syr Carah, the Bold: Carah's ability reads as follows:

"Whenever Syr Carah, the Bold or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn. {T}: Syr Carah deals 1 damage to any target" [Emphasis mine].

If we cast Lightning Bolt, then we exile 1 card. If we cast Flame Rift, we exile 4 cards since four players (ourselves included) were dealt damage by the spell. If we cast Fiery Confluence, we dig 9 cards deep since the spell dealt 2 damage to each opponent 3 times. Grapeshot is disgusting with a decent storm count. Remember how the lack of card advantage is one of the major barriers to burn in EDH since aggro struggles to generate cards proportional to the number opponents? Carah's ability gets STRONGER with more players. By casting efficient burn spells we can dig through our deck, looking for more gas to keep digging.

2) Mana Engines & Cost Reducers: So we have access to cards, but we need to able to cast them. Helm of Awakening and Ruby Medallion are stupid good in the deck since they make our cheap spells and rituals even cheaper! Birgi, God of Storytelling   is disgusting since she, in effect, renders all our spell cheaper and makes our 0 MV rocks into mana positive rituals. The two of our other strong mana engines are Runaway Steam-Kin and Neheb, the Eternal. Steam-Kin basically gives us a free Dark Ritual every three spells. If those spells only cost each, then they were basically free. Neheb serves a vital role in the 99. We can tap out in our first main phase casting piles of burn spells, only to have 10+ added to our pool in our second main phase. In addition to Neheb and Steam-Kin, we have all the best rituals from red. Not only do they help accelerate your game plan, but they can net mana as you cast them from exile, keeping your mana pool full and your storm count high. One last interaction worth noting, but Treasonous Ogre and a moderate storm count with Aetherflux Reservoir means that you can dump life to cast a spell and immediately gain it all back.

3) Access to Burn Spells: Seems like a no-brainer, but absolutely crucial for getting our deck into motion. No burn spell means no cards for Carah to exile. We have a free ping each turn to dig, as well as wheels and looting/rummaging effects. Cards like Flame Jab and Lava Dart can be cast from the graveyard--repeatedly, in the case of the former. We run roughly 20 burn spells ( and the majority of them dig at least two cards deep) so this shouldn't be too difficult to accomplish, but burn spells are necessary. Galvanic Relay and Grapeshot dig super deep with a moderate storm count.

Gameplay:

Early Game (T1-T3): Prioritize ramping into casting Carah. We want as many rocks as possible down as ASAP. Look to use rituals to get Carah quickly (Seething Song is amazing in your opening hand). Once Carah is down, start pinging to dig extra deep for additional card draw and ramp. Don't spend burn spells on early turns unless Carah is down or you need to nuke a board full of dorks and hatebears. Hoard those burn spells until you have a solid payoff.

Mid Game (T4-T6): Stabilize and look for a window to go off. By now, one of two boards states have occurred: 1) You have accelerated into the most developed board-state. 2) You are behind. (It's really hard be in the middle). In the former, expect to become the archenemy. Look for ways close out the game quickly (the control players will presumably have full hands with counters and removal). If Carah gets picked off or the win con gets countered/removed, step back and play it safe. In the latter situation, play it slow. Try to fly under the radar. Avoid big scary plays that would draw attention to you and allow the other players to duke it out while looking for an opportune moment to go off. Use Carah for minor card advantage, and sit on any big burn spells or Aetherflux Reservoir. Once you think you have an opening, spend resources like there is no tomorrow.

Late Game (T7+): Look to rebuild. If the game has dragged on this long, you are probably screwed. The control and battlecruiser decks have a well-developed boardstate that Carah can't really deal with. The deck is ill-suited for a game of attrition against Graveyard decks. If we flopped hard on our storm turn, we may have anywhere from 1/4 to 3/4 of our deck in exile. While it is tricky to pull off a win, it is doable. I don't have much advice to offer other than just creatively use what you have on hand.

Pivoting

If Carah gets hated out of the game, the deck can pivot around one of the three red legendries featured in the 99. Each legendary can function like a secret commander for the game, list is ordered from most preferable to least. NOTE: This is one more reason why Carah is awesome. We are not locked into any one burn strategy since our commander is just a draw engine. Thus, out gameplan can pivot into different approaches depending upon draws, matchups, the pod dynamics, and how expensive Carah costs to recast.

1) Birgi Pivot: Combo Storm. Birgi, God of Storytelling   paired with Grinning Ignus is strong enough that we can cobble together a storm finish. Infinite casts into a Aetherflux or Grapeshot for game, or Galvanic Relay into "drawing" your library to find Atherflux or Grapshot.

2) Torbran Pivot: Grind 'Em Out. Torbran, Thane of Red Fell makes every burn spell we run extremely scary. Little "1 damage to everything" spells becomes a "3 damage to all our of opponent's stuff." Sit back and loot/wheel to keep your hand stocked. With Torbran out, Fiery Confluence deals 12 to each opponent and each iteration of Grapeshot becomes a Bolt.

3) Neheb Pivot: Fireball Finish. Neheb, the Eternal can very good good at closing out games by turning a pile of mana into a damage when paired with an X spell like Rolling Earthquake. A big spell in the first main phase, followed with another in the second main phase can but opponents low enough to finish off with incidental Bolts and Neheb combat beats. If this is your angle, do everything you to conserve your life total since those X spells hit everyone--Neheb makes for a great blocker in this regard.

These are just a few underrated cards that I have found to be amazing or some weird interactions worth noting. The deck can pull of some mind-boggling lines of play, and I am still finding new interactions as I play the deck.

  • On the note of combat damage, Carah's ability triggers if you connect with combat damage. If an opponent is open, hit them for a free 3 damage.

  • Imperial Recruiter tutors for Runaway Steam-Kin/Treasonous Ogre/Dockside Extortionist if you need mana. Recruiter tutors for Dragon's Rage Channeler if we need to filter draws. It Torbran, Thane of Red Fell if you need to close out the game.

  • Chain Lightning has a flexible application. If we are struggling to find a burn spell, we can bolt ourselves then pay copy Chain as many times as we need before sending the last copy at an opponent. Since Carah triggers off of spell damaging any play, we get to exile a card for each copy we use to bolt ourselves. Not an optimal play, but it can be useful.

  • With Torbran, Thane of Red Fell out, Fiery Confluence deals 12 to each opponent (though Torbran does not damage with Price of Progress and Acidic Soil due to an oracle rewording that means the damages are not separate instances but one instance of damage that is measured by the number/type of lands present).

  • When using cards like Rolling Earthquake or Volcanic Spray, you have to be careful. Carah only has 3 toughness, so you should only ever cast TWO of those spells on a single turn. This is rarely a problem since we have a critical mass of spells that only damage players, but just be sure to keep a tally of damage dealt to Carah. Also, Kiln-Fiend is one of your better mana engines, but the damage marked on it could kill it if you remove all of the +1/+1 counters. Just be aware of the damage on your own creatures.

  • Underworld Breach is one of the best cards in the deck (Past in Flames is a distant second). Breach allows us to Escape non-instant and sorcery cards. We can replay Neheb, the Eternal or Aetherflux Reservoir that had been picked off earlier. If we have key pieces destroyed, Breach allows us to rebuild when decks are running low on interaction. This card draws out our opponent's removal, but it is worth protecting.

  • Past in Flames affects only cards in your graveyard at the time it resolves. Instant and sorcery cards put into your graveyard later in the turn won’t gain flashback, (though you can flashback it to grant the new spells flashback).

  • Geier Reach Sanitarium. This card is my tech against Thoracle wins. Holding it open threatens a Thoracle win in the same way Cephalid Coliseum stavs off a win attempt. The card became a lot safer to play once Hullbreacher was banned.

  • Damage doublers. Carah cares about quantity of burn spells, not quality. We run multiple spells that deal one damage to each creature and player (e.g. Volcanic Spray). Typically, we can cast two of those spells each turn without killing Carah. However, with a damage doubler out, we can only cast one each turn otherwise we kill Carah with the second one. Yes we get a small boost in damage output, we loose flexibility when choosing which spells we can cast. Remember, whatever we don't cast is exiled--it's gone, forever. We don't need additional restrictions on what we can cast.

  • Guttersnipe effects. Carah only triggers on damage dealt by instants and sorceries, not creatures. Cards like Thermo-Alchemist, Electrostatic Field, and Firebrand Archer don't help us dig deeper into our library and only add a small boost in damage output. We are a playing storm-burn, and we want to stay focused on our primary game plan of casting a pile of spells and kill the table in one turn rather than slowly chip away life totals.

  • Braid of Fire. Having a pile of on your upkeep is awkward. I hardly ever had a place for it since about half the burn spells are sorceries. This card is better suited for a deck that consistently has a mana sink on the battlefield.

  • Flamekin Harbinger. Flamekin was in for one purpose: tutor up Runaway Steam-Kin. If Steam-Kin was in my hand, on the battlefield, or in the graveyard, Flamekin was a dead card. It also tutors to the top of my library, which sound nice since I can exile it with Carah, but it was awkward 8/10 times. I cut it for another burn spell.

  • Sentinel Tower. This was my Aetherflux backup plan. However, it was incredibly risky since any interaction from our opponents gave them a way to kill Carah. Additionally, I found that Torbran closes out games just as quickly as Aetherflux, plus he can be tutored up with Imperial Recruiter.

  • Aria of Flame. This card is great if your deck is functioning smoothly. It is basically another storm card. However, if you are struggling to get the deck up and running, giving each opponent 10 life sucks since it only deal extra damage to one target thus the damage boost doesn't scale proportional to the life each opponent gains. Plus, Aetherflux Reservoir is an artifact and I can use Buried Ruin/Sequestered Stash to retrieve them should they get targeted by removal. Additionally, I can tutor Aetherflux up with Inventors' Fair. Aria is an enchantment, so it doesn't work with any of those utility lands. I cut it for another burn spell. If you are truly desperate for another storm outlet, run Sentinel Tower before Aria.

  • Snowlands. Not worth the bother to gain access to Arcum's Astrolabe, Skred, Scrying Sheets that offer little to our gameplan.

  • Shatterskull Smashing  . The spell does not hit players, so it is a non-bo with Carah. We already run enough ways to kill creatures that it is unnecessary.

  • Carah protection. Cards like Sword of Fire and Ice and Magebane Armor are nice since we can dump 8 into Rolling Earthquake and Carah will survive. But I haven't had any issues with a limiting my "deal one damage to each creature" effects to 2 a turn.

  • Carah uptappers. I tried Thousand-Year Elixir and Thornbite Staff, and it was just awkward. Since the deck relies upon instants and sorceries to dig into our library, you can drop Carah and then Flame Rift right away. We hardly every lack burn instants or sorceries. Carah's ping is sweet, but not worth committing extra deck slots to enhance. RIP Paradox Engine.

  • Blood Moon. This is simply because I play against a lot of mono colored decks in my current meta, and Blood Moon hits hardly anything.

  • Galvanic Relay. Initially, I was super high on this card. It was another storm outlet that essentially served the same role as Grapeshot. However, reading the card explains the card. Relay is not a traditional impulse draw; it only lets you play the cards you exiled on your NEXT turn. It does not give you more gas, and any helpful cards necessary for your storm turn are locked away.

  • Cave-In. This card seems like an auto-include since it has a "free clause." However, the fact that it deals 2 damage instead of 1 really matters. All of our 3 toughness creature can only suffer from this card and then any other ping kills them. It is more important to be able to cast Volcanic Spray twice (8 cards exiled) versus Cave-In once (4 cards exiled).

  • Simian Spirit Guide. I am not convinced that this is the right deck for the monkey. More often than not, we end up hellbent and relying upon Carah's impulse draw, and SSG's ability cannot be activated from exile. It's a card that, unless it's in your opening hand, does little to nothing and takes up valuable space. I could be wrong, powering out Carah ASAP is important, but I have not been impressed with SSG so I don't play him.

NOTE: These are cards I swap in/out as needed. If "just the burn out the table" backup plan does not work in your meta, you might consider some of these definitive packages to close games. The cards below are some noteworthy considerations that I have tried with varying degrees of success.

  • Creature Beats package. This is not a true combo, but it can be a more budget-friendly backup plan (with the exception of card: Ragavan, Nible Pilferer, a good replacement for the monkey is Robber of the Rich). I have played with most these in earlier iterations, and sometimes we can keep the board clear enough with our burn spell to swing in with beefy Prowess hitters. Additionally, cards like card: Anje Ravenger and Neheb, Dreadhorde Champion can generate serious card value that can be played instead of pricey wheels.

  • Cloudstone Curio packages. Curio synergies so well with Birgi; the value is unreal. However, the additional number of kobolds we need to run to truly make Curio combo function detract from our gameplan. There are also not enough good ETB creatures in the current 99 that allow us to gain incremental value off of the artifact.

  • Dualcaster Mage package. The combo has been in and out of the list. Of all the "packages," this is one of the better combos because it straight up wins the game. Worst case scenario, the token spells are awkward and the copy effect is not great (the same reasons as to why I cut copy spells as noted above). I have cut this package since I prefer the Brigi/Ignus combo better and there are less dead cards. Yeah, Ignus is pretty dead outside the combo, but it's one dead card versus the three "almost dead" cards from the Dualcaster combo.

  • Sensei's Divining Top package. Mystic Forge and Experimental Frenzy pair well with Top and Birgi or Helm of Awakening to draw our library. However, Frenzy strands the cards in our hand unless we pay 4, which is just awkward. Forge is interesting, and I have mixed feelings since it's never as useful or as explosive as it looks on paper.

With the recent additions of Deflecting Swat and Tibalt's Trickery, Mono Red has had a substantial boost to its resilience on the stack. Added to the traditional duo of Pyroblast and Red Elemental Blast for stack interaction, we can hold off some interference and maybe stop a win attempt.

NOTE: These are cards I swap in/out as needed. Your removal package does not have to be set in stone and you can add whatever works best for your meta. The cards below are some noteworthy considerations.

If your meta has an unusual lack of blue decks running around (thus negating the Blasts), maybe consider upping your stax package or land destruction. I have toyed with Ruination with mixed results.

I have found that Burnout is nice if there are a bunch of counterspell.deck kicking around. Geier Reach Sanitarium can deck a player after a Demonic Consultation (with Hullbreacher gone, this card is a lot safer to play).

Dire Fleet Daredevil is a reverse Snapcaster Mage. This is a hidden gem if we need to get a Rule of Law out of the way. We can Daredevil an Assassin's Trophy or something to get rid of problematic enchantments. We can swipe Ad Nauseam for card draw, or grab Pact of Negation to hold up protection on our storm turn. However, I found that Daredevil was unreliable and an awkward draw in my creature-heavy meta. This card is definitely high in my regard, and any time the meta shifts more towards slinging spells, I cut a burn spell for the extra chance to steal high-impact spells.

Redirect spells like Ricochet Trap are awesome, but situational. 4 MV is a bit steep to hold up, but if your meta is dominated with targeted removal, redirect spells can be worth it to protect Carah. card: Bold Bend is not worth it, we hardly ever meet the discount condition.

Instant speed copy spells like Reverberate and Fork are amazing in the best-case scenario since they can steal a tutor or serve as a anti-counterspell. In creature-heavy metas (such as mine), they are dead cards that fail to piggyback off of our opponents gameplan. I cut them for more card draw to dig for cards that are ALWAYS good. If you decide to commit the spots to copy spells, I would at least consider adding card: Stom-Kiln Artist for infinite mana.

If you have the space in the 99 and are surrounded by 3+ color decks, Blood Moon and Magus of the Moon are crazy good.

One aspect of the deck that is awesome is that we want to run burn spells, rituals, and as much draw power as possible. The specific way we need to go about that is non-specific so it allows for fair amount of flexibility when it comes to the exact deck. The list here is what I personally play, but feel free to edit interaction and finishers as needed.

Stax: Stax is the bane of storm. Cards like Deafening Silence, Rule of Law, Trinisphere and Damping Sphere shut down our deck. Period. While we have some removal for the enchantments in red (Chaos Warp and Blast Zone), they are a pain to deal with. If you are up against stax, play it slow. Stax decks can alienate the table, so sit back and allow the stax player to become the archenemy. Use Carah's ping ability to pressure their life and for card advantage. Wait for window of opportunity to go off. Worst case scenario, the best enchantment removal is player removal. Just send every burn spell their way to send a message.

Despite the pain of stax that punishes our low curve and storm strategy, other common stax pieces we can actually play around fairly easily. Since Carah's ability allows us to impulse draw (we're not technically "drawing"), we can play around Narset, Parter of Veils and Spirit of the Labyrinth with little to no problem. Mana hate, Back to Basics and Blood Moon, hardly impact our board. Tap effects such as Authority of the Consuls, Blind Obedience, and Tangle Wire do not impact our board significantly since we still impulse draw with a tapped Carah (though we do loose the free ping).

Targeted Hate: Our deck is built around Carah's engine. We have a 5 CMC commander in color that lacks substantial permanents ramping power (rituals only add a temporary boost to our mana). If Carah gets picked off too many times, we can quickly be looking at a 9+ cost to recast her. However, don't let this dishearten you. We pack a bunch or rituals and mana generators. The deck has the capacity to generate an obscene amount of mana out of nowhere. If Carah is repeatedly getting targeted, just wait until you are able to draw into interaction such as a Deflecting Swat or Pyroblast. If Carah is stolen with a Gilded Drake, we pack enough burn to kill her off and send her back the command zone. If her abilities get stripped with a Humility or elked with an Oko, Thief of Crowns, try to kill her off with a Bolt or something. Alternatively, landing any other legendary (Birgi, Torbran, or Neheb) can allow you to pivot your gameplan (see gameplay for details)

Whiffing: It happens. And it sucks. You will cast a Fiery Confluence and hit all the wrong spells and have to pass and exile your Wheel of Fortune or Underworld Breach. Don't worry. It sucks, but the deck can recuperate pretty well. We run a lot of redundant effects, so if you loose Breach, you still have Past in Flames. Admittedly, it sucks to loose the better card, but I have found that the deck is currently able to rebuild and try a different line of play. If the prospect of loosing Aetherflux in exile worries you, Karn, the Great Creator could retrieve that artifact.

Lifelink Decks: Decks built around gaining life (or loosing it, for that matter) are not world-ending for us, but they are a pain should they be left unchecked. If I see any deck that cares about its life (e.g. Heliod, Sun-Crowned or a Turbo-Naus deck, I will make a point to send my pings and Lightning Bolts their way to make sure they will be within reach of my Aetherflux Reservoir or Grapeshot.

Conclusion:

There are objectively better storm commanders out there (Kess, Dissident Mage or Jeleva, Nephalia's Scourge), and there are more consistant decks mono-red decks like Godo. However, I have had a blast with Syr Carah, the Bold, though I will admit that I do have a soft spot for mono colored decks. A mono color deck has to fully embrace the strengths and weaknesses of the color. One doesn't get to cherry pick the best spells from across multiple colors, but you also get to tap into strengths of the mono color support. Despite the inherent weaknesses of red, the deck is surprisingly resilient and consistent. You either win spectacularly or crash and burn.

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Updates Add

After a much longer break than anticipated, I have finally gotten around to reworking the list. Some glaring oversights like card: Rite of Flames were added. Some glaring mistakes like Galvanic Relay were cut (reading the card explains the cards kids...) I tested Moonveil Regent as another draw engine and found that, while it's amazing, it's kinda a win-more card. Besides, I finally scraped enough together for a Ragavan, Nimble Pilferer so the dragon was cut. I toyed around with Grinning Ignus + Birgi combos, but they were underwhelming. I'm currently toying around with Grinding Station since it's ANOTHER way to break Underworld Breach. We shall see how that all pans out.

Overall, I am pleased with the current list and the decks runs smoothly. If anyone has tried the deck out and has issues, please ask me any questions. I have tried to communicate the thought process behind the deck since it there is no clear combo to assemble and so much of the deck is about finding the optimal play on that turn. But I'm sure plenty has been lost in translation. Above all, stay safe and here's to hoping that the red channel land from Kamigawa Neon Dynasty is good!

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Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

35 - 0 Rares

25 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.89
Tokens Treasure
Folders Primers, Syr Carah Brew, My Currrent cEDH, Take Note, Syr Carah Storm - Inspiration, EDH decks I admire, Deck inspirations, edh, Other people's EDH decks
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