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Yoda and his Stormtroopers

Commander / EDH

Cloudius


Maybeboard


JODAH AND HIS STORMTROOPERS

Yoda... I mean Jodah, is determined to rule the universe by summoning his Stormtroopers to overrun his enemies!

This deck aims to cast Dragonstorm early with as many storm counts as possible for the win.

This can be achieved through 2 means:

  1. Having Jodah in play to reduce the cost of Dragonstorm from to

  2. Achieving using rituals

MTG

Jodah, Archmage Eternal is perfect to helm the deck as he:

  1. Is relatively cheap to cast at

  2. Provides cost reductions for our key spell Dragonstorm

  3. Has a color identity of , granting us access to the best spells in each color

Hit Squad:

Atarka, World Render - Grants all troopers Double Strike

Bladewing the Risen - Can be used to revive any fallen or discarded Dragons

Dragonlord Dromoka - If you suspect opponents are holding onto spot removals, I'd search for Dromoka 1st to protect the rest of the troopers

Dragonlord Kolaghan - Grants all troopers haste to finish the game the same turn you storm-off

Kolaghan, the Storm's Fury - Grants all troopers bigger muscles to pack heavier punches

Scourge of the Throne - With the amount of fetches/shocklands in the deck, your life total is usually lower than your opponents', so chances are, you'd get that extra combat phase!

Scourge of Valkas - Pings opponents when troopers ETB

The Ur-Dragon - Daddy's here, nuff said

Thundermaw Hellkite - Resistance is futile when you tap down their blockers

Utvara Hellkite - Doubles your troopers when you swing, sweet!

Lands are paramount for a deck as we're very susceptible to "Color Screw".

Fetch Lands

I'd recommend playing all 10 Fetch Lands (e.g. Polluted Delta, Scalding Tarn) for color fixing.

Dual Lands

Similarly, I'd suggest playing all 10 Dual Lands if you've access to them.

Types of Dual Lands to consider, ranked based on their utility from highest to lowest:

  1. Original (ABUR) Dual Lands (e.g. Underground Sea, Volcanic Island) - Best utility among the lot but due to their rarity and high price point, most of us will not have access to them

  2. Shock Lands (e.g. Watery Grave, Steam Vents) - They're the best substitute for the original duals, as we can have them come into play untapped by paying 2 life

  3. Battle Lands (e.g. Sunken Hollow, Prairie Stream) - They come into play untapped only if the condition is met. I don't play that many basic lands in the deck so more often than not, they come into play tapped

  4. Dual-color Cycling / Bicycle Lands (e.g. Fetid Pools, Irrigated Farmland) - Comes into play tapped but has the added utility of ditching them for a card if you don't need the land

Note:

a) I only included duals which are fetch-able and excluded the Filter Lands, Check Lands, Shadow Lands, etc

b) When you run all 10 fetches and 10 duals, a single fetchland can get you mana of any color!

Lands that produce Mana of any color

Command Tower - A staple in another multi-color EDH deck

City of Brass / Mana Confluence - Provides mana of any color at the expense of 1 life

Exotic Orchard / Reflecting Pool - While situational, I've included them under this category as they're of tremendous help for color fixing.

Others

Ancient Tomb - Accelerates the game and pumps out your spells fast

Rituals play a dual role in this deck as they allow me to cast Dragonstorm, which cost quickly, and also adds to the storm count. I run the following:

  1. Cabal Ritual, Dark Ritual, Pyretic Ritual, Seething Song - The standard ritual package

  2. High Tide - I consider this a "ritual" in this deck when you've more than 3 islands. With just 2 islands in play, it's a "free spell" which adds to storm count.

Notable excludes

Channel the Suns - This is more useful when Jodah is online, otherwise for 5 mana is too high for a deck which wants to cast as many spells as possible within the same turn to win.

Mana Geyser - Did not include the card as you need opponents with 6 or more tapped lands to profit from the spell. As this deck aims to win as quickly as possible, in a 1 v 1 game, this would be a dead card in my hand most of the time.

I usually tutor for Dragonstorm the turn before I want to go off (if the tutor is a sorcery) or at the end of opponent's turn (if it is an instant).

I run a total of 7 tutors in the deck to ensure that I'd get my wincon consistently when I want to pull the trigger.

  1. Demonic Tutor / Diabolic Tutor / Dark Petition / Vampiric Tutor - The most versatile tutors, allowing you to search for any card. I'd go for Dragonstorm if it is not already in my hand or a ritual or low CMC/free spell (e.g. Frantic Search, Gitaxian Probe).

  2. Mystical Tutor - Instants and Sorceries only

  3. Personal Tutor - Sorceries only

  4. Lim-Dul's Vault - Not your conventional tutor but it has the added benefit of allowing you to rearrange the top 5 cards you wish to keep, setting yourself up for the next few draws or the win.

Artifact Ramp

  1. Chrome Mox / Mox Diamond / Mana Crypt / Lotus Petal - I'd usually hold them in my hand and drop them only when I want to cast Dragonstorm to add to storm count. Chrome Mox can be dropped without imprinting anything if you just want the storm count.

  2. Commander's Sphere / Coalition Relic / Fellwar Stone / Sol Ring - The standard ramp package

  3. Chromatic Lantern - Counts as both a ramp and a color fixer, allowing your lands to tap for mana of any color!

Ramp Spells

I run a small suite of ramp spells here, favoring the lower CMC spells and those that fetches "lands" instead of "basic lands".

  1. Farseek / Spoils of Victory - Both can fetch dual lands and helps greatly with ramping and color fixing.

  2. Nature's Lore - I'd look for a dual with "Forest" land type with this

  3. Rampant Growth - It's fairly cheap at 2 CMC though it only fetches basic lands

Color Fixing

  1. Chromatic Lantern - As mentioned above

  2. Prismatic Omen - Allows your lands to produce mana of any color

  3. Pentad Prism - Great for color fixing and counts as a "free spell" which adds to storm count

  4. Manamorphose - Works the same way as Pentad Prism plus it's a cantrip!

Special mention - Frantic Search and Snap can help with color fixing too

The deck features a handful of 1 CMC counterspells and 3 counterspells with alternate casting costs/methods, allowing them to be played for 0 mana where needed:

1 CMC

  1. Swan Song / Spell Pierce - Good 1 CMC counterspells

  2. Flusterstorm - Especially useful in a storm deck and to guard against other storm combos

  3. Pyroblast - A rare RED counterspell. I prefer this over Red Elemental Blast as the former can target a non-blue spell where needed to add to storm count

Counterspells with Alternate Casting Costs

  1. Force of Will / Pact of Negation / Mental Misstep - Your "free" counterspells to save the day when your opponents thought you're all tapped out
  1. Noxious Revival / Feldon's Cane - Return your key spells, like Dragonstorm or Dragonlord Kolaghan, to the library just in case they ended up in the graveyard (e.g. via mill, discard)

  2. Gitaxian Probe / Thoughtseize - Always good to know what your opponents have up their sleeves before you combo off

  3. Overmaster - A hidden gem. At a low cost of just , the ability to make your next instant/sorcery uncounterable and the cantrip ability justify it's inclusion in the deck

  4. Yawgmoth's Will - Your graveyard becomes your hand for a turn, allowing you to combo off.

This deck can be expensive to put together so here are some cheaper alternatives for consideration.

Dragons

Most of the dragons ain't expensive and many of them are included in the Commander 2017 deck - Draconic Domination.

Scourge of the Throne - If you play more 1 v 1, you may not need an additional combat phase to finish off your opponent, so this can be substituted by other dragons like Bogardan Hellkite, Hellkite Overlord, Darigaaz Reincarnated.

Lands

Fetchlands

Fetchlands are expensive and getting your hands on the entire set of 10, can be prohibitively expensive for many players. Here are some cheaper alternatives:

a) Fetchlands which "Comes into play tapped" from Mirage - Bad River, Flood Plain, Grasslands, Mountain Valley, Rocky Tar Pit

b) Panorama lands - Bant Panorama, Esper Panorama, Grixis Panorama, Jund Panorama, Naya Panorama

c) Fetch for basic lands - Terramorphic Expanse, Evolving Wilds, Myriad Landscape

Dual Lands

I highly recommend playing Dual Lands with basic land sub-type so that they are fetch-able using Farseek and the likes. The earlier mentioned Battle Lands (Sunken Hollow) and Bicycle Lands (Fetid Pools) are good substitutes.

Ancient Tomb

Unfortunately, there aren't any budget alternatives for this card. It is down to personal preference which land you'd include to fill this slot.

Tutors

Tutors are extremely important for combo deck like this and we need a minimum threshold to ensure we consistently draw into them early. Demonic Tutor , Vampiric Tutor and Personal Tutor have a higher price tag and they can be replaced with:

  1. Mastermind's Acquisition - The new tutor from Rixals of Ixalan has a modest price tag but gets the job done nonetheless

  2. Grozoth - This card tutors for Dragonstorm at the cost of . An interesting point to note is that Transmute is an activated ability which can't be countered (except by cards like Stifle, Disallow, Nimble Obstructionist)

  3. Increasing Ambition - is on the high side but is worth considering if you don't have access to the other tutors

  4. Gamble - Only if you're feeling lucky!

  5. Long-Term Plans - Slows the tempo of the deck quite a bit and allows opponents to plan several turns in advance. Worth considering if you need to up the number of tutors in the deck

Ramp and Color Fix

Artifact Ramp

The 0 CMC artifacts (Mox Diamond and gang) are difficult to replace. You can consider some of these alternative artifact ramps:

  1. Mox Amber - The newest kid on the block but is only useful when Jodah is online

  2. Signets - Any of the signets can be considered depending on the final color distribution of your deck. Izzet Signet is highly recommended as many of the draw spells are blue and we've a fair bit of red ritual spells and our key card Dragonstorm is also red.

Color Fixing

  1. Prismatic Omen - Replace with Joiner Adept

  2. Manamorphose - Replace with Wild Cantor

Counterspells

There are a myriad of Counterspells to choose from so it really boils down to personal preference.

  1. Force of Will - Possible substitutes include Daze, Disrupting Shoal, Foil or Thwart

  2. Flusterstorm - Hindering Touch is the only other counterspell that has the storm mechanic, however, it's casting cost of makes it unattractive as a replacement here. I'd simply add another low CMC counterspell instead (e.g. Dispel, or the good old Counterspell).

Others

Yawgmoth's Will -

  1. Replace with Past in Flames. Yawgmoth cost less to cast and is more versatile while Past in Flames grants you access to instants and Sorceries only.

  2. Mizzix's Mastery greatly boost your storm count if your graveyard is loaded with goodies. However, you need to be able to generate for Dragonstorm after overloading Mizzix's Mastery, which can be challenging unless you've alot of rituals in the graveyard. I'd consider this a fun and win-more card.

More updates coming. All feedback and suggestions are welcomed.

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Revision 1 See all

(4 years ago)

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

49 - 0 Rares

13 - 0 Uncommons

25 - 0 Commons

Cards 100
Avg. CMC 2.61
Tokens Bird 2/2 U, Dragon 6/6 R
Folders Fun Themes
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