What is cEDH

cEDH uses the same banlist and rules as regular EDH, it's not a different format. The difference is in building your deck optimally. This means the deck should be relevant around turn three, either trying to win or stopping your opponents from winning. This deck aims to win fast, but can also survive the longer game if need be, since it is not reliant on specific cards. You don't want games to stretch out too long, since dedicated (control) late game decks then take over the game.

When to play this deck

Storm is not as well-positioned in the meta as it once was, because of the high amount of creature-based decks and the compactness and speed of other combo decks. Creatures decks roam freely, and boardwipes are not played as much. Because of this, combined with the fact the deck runs no practical good blockers, creatures can usually freely attack, costing you life and thus cards. Storm historically is very good because of the speed and low amount of dead cards, but other decks also have very quick and compact wincons now. The upside of storm is that you usually do not need any one specific card to win, such as Laboratory Maniac , Food Chain or Flash , but can chain together a win with all the mana and card advantage you get. Because of the non-linear nature of the deck, it can also seemingly win out of nowhere.

You will like this deck if you like to solve puzzles and discover interactions between a large variety of cards, as well as quick games with lots of thinking. The deck plays a lot of powerful cards, many of which are not permanent based which makes it strong against removal, making you feel in control of your own game.

You will not like this deck if you don't want to take 10 minute (and more) long turns, want to play a slow game or like playing and attacking with creatures. Even though the commander provides strong turns, you should also not play this strategy and deck if you want the game to focus around your commander. It's a strong back-up plan.

Why this specific commander

There are a few alternatives that have been or are successfully played as storm commanders. There are a few fringe, mostly one or two colour, commanders that could also be considered storm, but I will not post those here.

Jeleva, Nephalia's Scourge : One of the earlier cEDH storm decks. While a very strong shell, the commander itself didn't offer much and was very easily blocked or removed. This meant you usually had to pay four mana, wait a turn and then could cheat on one spell. Also lacks a fourth colour, which opens up a lot of possibilities.

Kess, Dissident Mage : Currently often played as a labman-consultation deck. Kess storm decks aim to win quickly, but have a permanent card advantage engine in the command zone that is pretty good at blocking. Downside is the lack of an extra colour and the fact it only provides one extra card per cycle.

Thrasios, Triton Hero & Vial Smasher the Fierce : This deck can easily win by gaining infinite, or simply a lot, of mana to activate thrasios to generate card advantage. The deck usually plays more dorks, so it is more susceptible to removal. If Yidris' ability goes off, that provides more card- and mana advantage than Thrasios usually would, but this partner pair is very good at making it into and through the long game. Vial smasher usually doesn't do anything and is simply there for colour reasons.

Thrasios, Triton Hero & Tymna the Weaver : Mostly the same as the other partner pair, except that red is now white. While red is generally a bit stronger for storm, Tymna is actually a good card to play. This deck is even better at making it into the lategame, but at the cost of the more explosive turns you can have early game. This is because of those few red cards. Yidris is significantly faster than this commander pair if left unchecked, but like with the other partner pair, less good in stalled out games.

Yidris, Maelstrom Wielder (Jund variant): This variant trades in most of the blue and goes all-in on an early commander. This means this variant is very susceptible to removal, but is significantly faster in executing its win. A typical glass-cannon build: bad at protecting itself or stopping others from winning. In comparison, a lot fewer cards in this deck are dead when your first attempt at winning fails.

Deck history

I've always liked combo and artifact decks, so my first deck was a Sharuum the Hegemon deck. When the power level in my area grew, more generally strong cards were added. I later switched to Breya, Etherium Shaper , which was a combo piece in the command zone that provided more colours and could be played earlier. When the general power level grew even more, artifacts were easily hated out. The deck slowly began to look like storm. I decided to permanently make the switch and playtested a few of the earlier mentioned commanders. Cascade on all your spells was a really strong, consistent and unique effect. I decided to stick with Yidris until something even stronger comes out.

This is a storm deck, named after the storm mechanic. The archetype is known for playing a lot of cards in a single turn in order to gain an advantage. The deck is able to win out of nowhere, but can also lose to itself if you play your cards in the wrong order or simply don't draw what you need to. Storm is usually one of the harder archetypes to play.

The main game plan is to 'storm off', playing a lot of cards in a single turn while keeping the card draw and mana ramp going. Eventually you finish the game with Aetherflux Reservoir . Backup wincons include Rolling Earthquake , Lightning Bolt , Waste Not and Deathrite Shaman . Simply playing random cards isn't likely going to help you, so the deck contains a lot of synergy, described below. As a rule of thumb, you want to see and play as much as cards as possible, as fast as possible, don't hold anything up unless you expect someone is threatening a win.

Life = cards

Always remember that every life you lose is going to cost you cards later in the game. One of the easiest ways to storm off is by using Ad Nauseam . If you can resolve this card at the end of turn before your turn, you very likely will have enough cards in hand to win the game with. Especially because of the low average cmc of the deck. Casting an Aetherflux Reservoir and then playing 17 spells will gain you a total of 152 life, usually enough to kill three opponents. Often, it might be better to play a few mana-positive spells before casting the Aetherflux Reservoir .


Another common way of gaining a lot of cards is with Notion Thief and either Timetwister , Wheel of Fortune or Windfall . This strips your opponents of their hand and, in a four player pod, draws you 28 cards. Usually, you can find enough tutors, fast mana and carddraw to instantly win the game. If that doesn't happen, you usually will still win because your opponents have no hands left and you have the best 7 cards of a large selection in your hand to stop them. Don't be afraid to use the wheels in a regular game, you might discard some good things, but you have ways to get them back.

Going mana positive

Aside from the one-time mana postive spells such as Dark Ritual Cabal Ritual , Carpet of Flowers the deck also plays a lot of mana dorks and rocks. These rocks (and dorks) can be tapped for even more mana when using Dramatic Reversal to untap them or Chain of Vapor to replay them. Because of the high number of islands the deck plays, High Tide with cards that untap your lands such as Snap and Frantic Search also make you go mana positive, especially when you can re-cast these cards.


The reason why Lightning Bolt and Deathrite Shaman can also be considered wincons is because you can loop through the deck. This might be useful if your Aetherflux Reservoir has been exiled. With a combination of Timetwister with Regrowth , Noxious Revival or Narset's Reversal you can shuffle your graveyard back into your library every time. This gets incredibly good with Notion Thief , so you draw more cards while other players will not be interacting with you. Looping becomes impossible if a Yawgmoth's Will has been cast. It's possible to gain enough life for Rolling Earthquake by looping through your deck and destroying your own permanents with Nature's Claim .

To make looping through your deck more consistent with each iteration, you can exile unwanted cards with Chrome Mox , Force of Will , Mind's Desire , Tainted Pact and Deathrite Shaman . If almost all your wincons are exiled, you can also destroy all opponents' permanents with Assassin's Trophy , but remember they might have enough basic to search every time you use Timetwister .

Going infinite

Looping through the deck becomes significantly easier with Bonus Round . Casting multiple copies of itself might be risky, I would recommend not going over 8, maximum 16, spells resolving per card. With each spell copying itself, you can go infinite with Dramatic Reversal and Narset's Reversal . Cast both spells while holding priority and use the copy of Narset's Reversal to target the original, which will then go to your hand and be copied itself. Use that copy to target the original Dramatic Reversal . Both spells will end up in your hand with two copies of Dramatic Reversal resolving. With at least in permanents you can cast infinite spells, with you can get infinite mana of . If more mana is needed, you can let the copy of Dramatic Reversal resolve and then respond to the original spell. This combo also works with a few other cards in the deck, as long as they produce at least total. This mana can be used to cast any instant or sorcery spell an infinite amount of times with Narset's Reversal . You can also draw your deck using Sensei's Divining Top , which you are guaranteed to get in a cascade turn.

Using Yidris

Yidris, Maelstrom Wielder is a strong backup plan. Usually, you should be able to win without ever playing him, but casting him and hitting someone with it makes your storm turn so much more consistent. Even if you don't plan on winning that turn, simply being able to get free spells of the top of your library is great value. Overall, you want to try to win when Yidris connects though. If you play your cheapest cards first you increase the chance of hitting more valuable spells with your higher cmc cards. You usually don't want to play cards that you cannot use the turn you want to win, though. In theory, you can keep cycling through your deck by using the cards that shuffle other cards back into your library while playing (and sacrificing) Ancestral Vision , Lotus Bloom and Lotus Petal . Yidris, Maelstrom Wielder is especially useful to break out of grindy matchups, where you are at risk of being stopped if you go all-in.

The commander

Yidris, Maelstrom Wielder : Very good card in grindy games with low amounts of creatures. Has a relevant body that can block most combat-focused commanders and other creatures. Usually, you don't play him much, but rather try to win without it. A good strategy to bait someone's removal or counterspell is to play your commander, let the other players deal with it and then try to win without him the next turn. If he connects, he does make your storm turns significantly easier, so don't be so focused on being able to win without him that you don't cast him when it would have been useful.


Abrupt Decay : Most of the decks play cards that are three cmc or less, so this card can hist most relevant targets in cEDH. The uncounterable clause puts it over the top, if you really need to deal with something. Sometimes this does not hit what you want, because it has a little higher cmc, but this does not happen much.

Ad Nauseam : Probably the most important card in the deck. While it doesn't win you the game by itself, it can provide you with such a large amount of cards that you can sculpt a win, especially when played in the end step before your turn. It does, however, come with a deckbuilding restriction: The average cmc of the deck should be as low as possible.

Assassin's Trophy : A good removal spell that can deal with anything. Giving your opponents a land is a real downside, because of the low amounts of lands and mana a deck can win with. being able to deal with absolutely anything is too good to pass up.

Brainstorm : One of the best cantrips, especially in this deck. You can put two cards you don't really need back on top, and possibly shuffle them away with one of the many shuffle effects the deck has. It's especially good to put back specific spells on top that you want to cascade into during cascade turns, primarly the suspend cards.

Cabal Ritual : Two mana to gain five is a good ratio, but you do need at least seven cards in your grave. The ritual being the 7th doesn't count. This is very good with the amount of one-time use spells in the deck, but the card isn't that good if you can't consistently get seven cards in your grave.

Chain of Vapor : This card is usually used to bounce back your own mana rocks, sacrificing your lands to return all or most of them to replay them again for mana and storm. When you do this, keep in mind that you will need to win that turn because otherwise you will start from 0 or 1 mana again the next turn. Your High Tide lines also become worthless if you sacrifice all your lands. Can also be used as an interaction spell if needed. If an opponent is threatening a win, usually target another opponent's good card so they will have to sacrifice a land to deal with the actual threat.

Dark Ritual : You need a lot of mana to operate the deck, and one mana giving three is a good ratio.

Dramatic Reversal : A leftover piece from the dramatic scepter combo. The card usually generates so much mana that it stayed in. This card can also go infinite with Narset's Reversal .

Force of Will : A staple in most decks that run blue, being able to counter a spell for no mana is incredibly good to protect your own combo, and if needed to stop someone else from winning. Losing a different card is a real cost. You lose access to certain lines after exiling a card. Five mana is also quite much for Ad Nauseam . be critical of the number of blue spells you can exile without hampering yourself too much.

Frantic Search : A free spell with a cmc of three, which makes it useful when cascading. Playing this does lose you a card, so it's card selection but card disadvantage. Becomes incredibly good with High Tide to also gain you mana.

High Tide : Blue is the most important colour, and with the high amount of island this deck runs this is often a blue Dark Ritual . The card only gets better with cards that untap your lands.

Impulse : Instant speed that lets you look at four cards, the other cards aren't put back on top as is the case with most card selection. being two mana is quite high though, it's mostly good because you can keep your interaction up.

Lightning Bolt : Very good in creature heavy metas, since it can destroy Najeela, Tymna and other relevant creatures. Also becomes a wincon when looping through the deck. I would not recommend this card if not regularly used as a removal spell.

Mana Drain : A counterspell that also provides you with mana in your following turn. The colourless mana is usually not that relevant, but can provide with with an extra bonus for the following turn. In corner cases it can also be used as a colourless ritual by countering one of your opponents less relevant spells during their turn to gain the mana during yours, but then you need to be really sure you're going to win.

Manamorphose : A free spell that both gives you the mana back and draws you a card. The downside is that you don't know what the card you're going to draw costs, but otherwise it makes you play a 98 card deck. It can even gain you mana if the spell is discounted or copied.

Mental Misstep : Most counterspells are 1 mana, and this spell is very good at protecting your combo. If there is a faster deck at the table, it's also very good to stop their early ramp or other relevant cards. Mystic Remora is almost always right to counter.

Mystical Tutor : The wheels that keep this deck moving are Ad Nauseam and, well...the actual wheels. This card can find all of them while also finding other useful cards. Almost half the deck is instants and sorceries, so there are enough useful targets to find.

Narset's Reversal : Can go infinite with bonus round and mana positive spells. Also can stop your opponents (high cost) instants and sorceries and take them for yourself. Can also be used with Timetwister to loop through your deck with.

Nature's Claim : An efficient answer to enchantments and artifacts. The four life is hardly relevant for your opponents if you can kill all of them by shooting them for 50 or by going infinite. The four life is relevant when looping through the deck, since it can gain you enough life to win with a lethal Rolling Earthquake .

Noxious Revival : Free spells are amazing, especially in cascade turns when they do have a mana cost. This card can put relevant spells back on top of your library so you can draw them either the next turn or whenever you cast a draw spell. During cascade turns, the suspend cards are incredibly good to put back on top if they've been cast once already. Can also be used to stop opponent's combos by returning the card they're targeting in their grave to the top of their library.

Opt : A filler card to find the cards you need. This being instant speed makes it so you can hold up interaction, but it doesn't dig much. Not a bard card to include, but not a great card either.

Pyroblast : There is often a blue deck at the table, which makes this both an efficient counterspell as well as good removal. The counterspell is mostly used to protect your combo, but this card isn't useless when cascaded into because it can also destroy something. Because of the way this is worded, you can target permanents that are not blue, it will simply not destroy them.

Remand : A counterspell that also draws a card, usually a good tempo play when countering a high converted mana cost spell. Since we play a multiplayer format, that usually means the other players have gained a slight advantage. This card can also save one of your own spells, or return Mind's Desire back to your hand for even more free cards. Using Bonus Round this card can combo with spells that gain a lot of mana, but only if each spell is resolving four times.

Repeal : A piece of interaction that is most often used to return one of your mana rocks back to your hand for just 1 mana. When needed, it can also be used to bounce something an opponent controls. This card always drawing makes it like an always kicked Into the Roil . Returning higher cmc cards can be a stress on your mana, but can be useful if you have nothing else to do.

Snap : Free spells are good, and this deck often struggles dealing with creature based decks. Returning someone's commander to buy yourself an extra turn is certainly not bad, and this card enabled certain High Tide lines that are very strong.

Tainted Pact *: Storm historically needs a high density of cards rather than specific pieces. With a singleton deck of 100 cards, finding specific cards becomes a little more important. This card can also exile unwanted cards when looping through the deck, which makes looping more consistent. Exiling pieces you do not need at that specific moment comes at a real cost of losing access to certain lines, though. This card restricts your deck building by not allowing duplicates, but in commander this is usually not a problem except for lands. Do remember that not running any duplicate basic lands makes you more susceptible to nonbasic land hate.

Vampiric Tutor : One mana tutors are very good, but this being an instant enables holding up interaction and then setting up for your next turn by casting this in the end step before your turn. In specific scenarios, this can be used to guarantee a counter when Counterbalance is on the field.


Ancestral Vision : One of the better cards to cascade into, and decent enough to suspend on turn one or two. Later than that, you often want to keep this into your hand so you can shuffle it back into your library to prepare for a cascade turn. In worst case scenarios, this can be pitched to Chrome Mox or Force of Will .

Bonus Round : Copies every instant and sorcery you're going to play that turn. The double red can be hard to achieve, but this card is often worth it. Do keep in mind that you want to play at least 3 mana worth of other instants and sorceries, and that your opponents instants and sorceries are also copied that turn. This card enables infinite combos and makes looping through the deck significantly easier.

Demonic Tutor : A two mana tutor that makes the card go straight to your hand. Useful in the early turns for setting up and in later turns to find exactly the card you need to continue the combo.

Duress : A proactive piece of interaction, which makes it good to cascade into. Sometimes you really need to discard a creature, which this card can't do. Therefore the other discard spells are slightly better.

Gamble : One mana tutors are good, and this is no exception. The card immediately goes into your hand, but you have a chance of discarding it as well. It's card disadvantage, but card selection. The bigger your hand is, the safer it is to play.

Gitaxian Probe : A free spell that also draws you a card. Very good for triggering cascade or to increase storm. It's better to keep this in your hand until you need to draw something else good. It's almost always the right choice to pay 2 life for it, unless you know for sure you don't need that turn.

Imperial Seal *: Good for setting up in the early turns, but the life loss does add up. Being sorcery speed makes it so you do need to play a draw spell to use the tutored card that turn, or wait a whole turn to be able to cast it.

Inquisition of Kozilek : Most of the format plays spells that are 3 cmc or less, so this hits almost anything. Since it's proactive, it's also good to cascade into. Sometimes it doesn't hit the card you need because it has a higher cmc.

Merchant Scroll *: A two mana tutor that can find all pieces of High Tide , Snap and Frantic Search . Can also get you a counterspell if you think someone will stop you and you need to protect a spell.

Mind's Desire : Seems costly, but is great to play when you've played a few spells and start lacking mana or carddraw. This spells can usually easily give you 10+ mana in cards to play for free, which can be used to extend your combo turn or simply help you rebuild when trying to combo later. Can also exile lands from your library, which makes looping through your deck more consistent.

Ponder : A card that lets you look at three cards at once, which you can also all shuffle away to look at a fourth. The shuffle ability might also be relevant if you know the cards on top already, and know you don't want to draw these the following turns.

Preordain : One of the better cantrips, being only 1 mana makes it easy to cast in the combo turn for storm and helps you find the cards you need in the early turns.

Regrowth : Often not too good in the early turns but can be used to return a valuable spell or even a fetchland. In the later game it's often like a 2 mana tutor that only looks at your graveyard. Is also used in infinite loops.

Rolling Earthquake : A boardwipe that can be used to partially control the cards you cascade into with different values for . Can also be used as a finisher if your life is higher than that of all opponents. This card doesn't cost you life to cast, so it's less bad when this gets countered.

Thoughtseize : A proactive rather than reactive way to protect your combo, which makes it better to cascade into. The two life is easily worth being able to pick every card, because of the diverse wincons in the format.

Timetwister *: A three mana draw seven. Sometimes, you quickly play all the cards in your hand and draw a fresh hand to continue your combo. This card is also the easiest spell to start looping with infinitely, since it places a lot of cards from your graveyard back into your library. If this card is in your hand together with other wheels, then timetwister is often the correct one to play because of loops, unless you're planning to win with Yawgmoth's Will soon after.

Wheel of Fortune : Quickly play all relevant spells in your hand and then draw a new hand of seven. If played very early, can disrupt your opponents plans, but it can also bring certain opponents back in the game if they had emptied their hands quickly. This card is better to tutor for than Timetwister when twister is still in your deck.

Windfall : Another wheel effect, quickly play the contents of your hand and draw a fresh hand. This card usually draws you less than seven, thus it is the weakest of the wheels. Drawing 4 to 6 cards for three is still an incredibly good ratio. This comes at the downside of your opponents drawing a fresh hand too.

Yawgmoth's Will : Can be used to replay all cards from your graveyard once again, often ensuring you hit enough storm and relevant cards. Very good after a few wheels or when the game has dragged a while. Don't hesitate to use it in the early game as setup for a later turn. This is one of the strongest pseudo-finishers in the deck, not winning by itself but enabling a win nonetheless. When this card is played, you cannot win through loops that turn. Exiling some cards also shuts down certain lines, you need to stay aware of this.


Aetherflux Reservoir : The most common way for the deck to win. If it's the first spell you play, you only need to cast 17 other spells to kill three opponents, even starting from 1 life. When player later in the combo turn, it's easy to gain large amounts of mana. There's no shame in playing this early and hoping it survives a turn to be able to win, or playing it early to gain the life against more aggressive decks.

Chrome Mox : Zero cost cards that tap for mana immediately are incredibly good. Exiling a coloured card from your hand is an easy requirement, but keep in mind that you lose access to certain lines because of the card you exile.

Dimir Signet : The deck needs to run a certain density of ramp cards to hit critical mass and provide enough artifacts for metalcraft. Blue and black are the most important colours, so this signet is the best option. I dislike the talismans because of the related life loss, but they might be the right choice if you often don't have the third mana to also activate the signet in the same turn and need the extra mana immediately. Signets and talismans are good in cascade turns because they cost generic rather than coloured mana.

Fellwar Stone : Your opponents usually play enough colours to be able to tap this for a mana of any colour, it can also immediately be used without costing life. This makes it better than most signets and talismans.

Izzet Signet : The deck needs a certain density of artifacts for metalcraft. Blue is by far the most important colour, and one important card in the deck costs double red. I personally dislike the talismans because of the related life loss, but if you often find you need the mana immediately they might be the better choice. Signets and talismans are good in cascade turns because they cost generic rather than coloured mana.

Lion's Eye Diamond *: A good card that has to be used with tutors or draw spells to make effective use of the mana. I felt that it was often too clunky to use, but it's still a 0 mana card that gives access to three mana, which is an amazing rate. In the worst case, it's a zero cost artifact which you can use for storm count and metalcraft.

Lotus Bloom : This card has to be cascaded into or otherwise suspended in the early turns. The mana it provides for its cost is incredible, but the fact that it cannot be properly cast for metalcraft and storm makes it one of the weaker options.

Lotus Petal : Being able to cast a spell one turn earlier is efficient, even if you lose a card to it. This card can also help you attain metalcraft, so sometimes it's better to keep it on the battlefield.

Mana Crypt : The deck doesn't have many generic or colourless costs, but being able to play a relevant spell a whole two turns earlier is amazing. Sol Ring is usually stronger as it doesn't cost you life, but it also doesn't provide you with two mana in the same turn.

Mana Vault : A colourless 1 mana spell that gives you 3 mana in one go, which can also be used in later turns. Incredibly efficient, and the life loss can usually be ignored since you end the game before it matters. If you can't end the game quickly, the life loss will tick up and make a few other key cards less good. The deck also doesn't play that many cards that require a lot of colourless, so some games you simply have too much colourless mana producers in play.

Mox Diamond : Fast mana is strong. The deck doesn't run many lands, and it is often better to play the land rather than discarding it if you will otherwise miss the landdrop later. If you can play an impactful spell because of the quick ramp, always go for it.

Mox Opal : This piece of fast mana doesn't come with an in-game cost, but a deckbuilding restriction. Enough other artifacts need to be included for this to tap for mana, around 15-20 is often enough. Metalcraft is easy to obtain when cascading with the commander. In the worst-case scenario, you can also play this to increase storm count.

Sensei's Divining Top : A repeatable filtering effect that synergizes with the top-of-library tutors and increases metalcraft. It also synergizes with Counterbalance to soft-lock people out of the game.

Simic Signet : The deck needs a certain density of artifacts for metalcraft. Blue is by far the most important colour, and black and red are already played. I personally dislike the talismans because of the related life loss, but if you often find you need the mana immediately they might be the better choice. Signets and talismans are good in cascade turns because they cost generic rather than coloured mana.

Sol Ring : The deck doesn't need a lot of colourless mana, but a direct increase of 1 mana that increases your mana with two every following turn is one of the best ratios in all of magic. It doesn't have any downsides and should only not be included if your deck hardly has generic mana costs.


Arbor Elf : There are 9 relevant lands in the deck: the dual, the shock and the fetches that get those cards. This elf can tap for blue, which is the most important colour in the deck, but can sometimes fail in getting one of the necessary lands.

Baral, Chief of Compliance : The deck doesn't play that many cards that benefit from the cost reduction, but there are enough to make it relevant. Contrary to the mana rocks and dorks, this can also discount multiple cards in a single turn. Baral can also block and survive a lot of relevant creatures, the loot-on-counter is icing, but very strong with Counterbalance .

Birds of Paradise : Helps you ramp and fix for the right colours. The second-best mana dork.

Deathrite Shaman : Possibly the best mana dork in the deck. While it's possible this doesn't provide mana if there are no (fetch)lands in any graveyard, the other abilities make back-up wins possible.

Elves of Deep Shadow : Black in the second-most important colour in the deck, so this is a good inclusion. Losing 1 life every time you use it does decrease the effectiveness of a few other cards, and makes it harder to use in the infinite mana-untaps combo.

Goblin Electromancer : The deck usually doesn't need a second cost-reducing creature, but this deck can also block and kill a few relevant commanders, such as Najeela, the Blade-Blossom . If creatures are less relevant in your meta, I would not include this card.

Notion Thief : Combos with the wheels played in the deck, making you draw all the cards and your opponents none. Also very good as an instant speed interaction piece when other players are generally drawing a lot of cards. The card is easy to counter or remove, so don't go all in on this card if you can avoid it.


Carpet of Flowers : A card that does nothing against non-blue decks, but in most cases there will be a blue deck at the table. This can easily give you two or three mana each turn, as well as choose the colour of mana you need. This is stronger than most of the one-shot rituals in the deck.

Counterbalance : Most cEDH decks run cards that have around the same mana cost. Often, it's good to completely make your opponents unable to play cards of a certain mana cost. In certain scenarios, it's better to not reveal the card if a player spends resources to deal with another player. This card doesn't offer certain protection, but rather situational protection.

Mystic Remora : One of the best cards in cEDH decks, practically an auto-include in every deck that can run it. Either people decide to 'not feed the fish', severely hampering their options. Or you draw a lot of cards for a low mana investment. It's usually right to stop paying for the upkeep once you see you have more impactful cards already in your hand.

Rhystic Study : More of a stax effect, good players know to pay . If your meta hardly pays, then this is a fantastic include to draw you a lot of cards over the course of a game. It doesn't do anything during the combo turn, and three mana is also a bit high to just play it for storm count.


Arid Mesa / Bloodstained Mire / Flooded Strand / Misty Rainforest / Polluted Delta / Scalding Tarn / Verdant Catacombs / Windswept Heath / Wooded Foothills : Fetchlands can slightly thin your deck, which might increase your win percentages by a small margin. Practically, this will only be relevant when playing hundreds of even thousands of games. The main reason why these are good is because they can find you your dual and shock lands, which ensures you can hit the right colours when needed.

Tropical Island / Underground Sea / Volcanic Island *: The very best lands that tap for more than one colour. They enter untapped, have basic land types and don't have additional costs.

Breeding Pool / Steam Vents / Watery Grave : These have basic land types, meaning they can get fetched and enter untapped when needed at the small cost of 2 life.

Island (x3) / Snow-Covered Island (x2) / Snow-Covered Swamp : There are a few cards that hate on nonbasic lands, so the deck still runs some basics so that is able to interact with decks that play these cards. Running multiples of these do make Tainted Pact a bit weaker.

City of Brass : A land that taps for all colours that only deals one damage to you, great for getting the right colours at the right time. The damage is a triggered ability, so you can win or gain life in response to the trigger to not die.

Command Tower : The best all-colour land in this specific format, having no downsides except getting hit by nonbasic land hate.

Exotic Orchard : With the efficient manabases each cEDH deck has, this land also often taps for all colours. The downside is that this doesn't tap for anything if you play first and play this as your land.

Forbidden Orchard : This card is a little worse than the ones that deal damage to you, since you have very little ways to deal with the creatures, often causing you to take more damage in the long run. You need a lot of lands that can tap for all colours.

Gemstone Caverns : If this land is in your opening hand and you're not playing first then you're effectively ramping yourself at the cost of a card. It's also a land that taps for all colours. Tapping for colourless is a real downside in other cases.

Mana Confluence : A mana of any colour for one life is a good ratio. This is a cost rather than a trigger, so you can not respond to it. It can also not be prevented.

* = Currently proxied


Counterspell : A fine card, but the average cmc of most decks is so low that this usually does not provide a tempo advantage. Counterspells are less good in multiplayer formats anyway, since both you and one opponent spend a resource and your other opponents didn't do anything. Two mana is usually a bit too much to be able to protect your own combo as well.

Cyclonic Rift : The overload is good in staxy matchups to completely clean the board. Since this deck is trying to go fast and my meta also plays fast decks this is usually always a bounce spell for two mana. I can see people running this if their games usually go long and they can overload it every now and again.

Flusterstorm : A narrow counterspell that only hits instants and sorceries. This card usually didn't counter what I wanted when I wanted it, and counterspells are not incredibly good when cascading.

Growth Spiral : Haven't tested this, but this seems like a good cantrip that can help you filter through your lands while looping through the deck. The number of lands this deck runs is so low, though, that it's very likely that you will not have any extra lands in your hand while setting up.

Gush : A good card, but 5 mana was a bit on the high side considering the cost of having to return two islands, which makes a few other cards such as High Tide and Chain of Vapor worse. A 'free' five mana spell seemd good for cascading, but the average cmc of the deck is so low that you're usually getting a 1-drop anyway.

Hurkyl's Recall : A good card for bouncing all your rocks and replaying them, gaining a mana advantage. It can also be used on your opponent's stax pieces before trying to go off. That second part was never needed in my meta, but I can see running this card if you can actively use it against your opponents as well. Also hurts a lot when cast in response to a wheel.

Lim-Dul's Vault : This tutor is often played to find you the specific card you need to win the game the next turn. This deck doesn't really play that type of card, making this spell way less efficient. A top of library tutor for two mana also is not that efficient, while the lifeloss negatively affects your naus turns.

Pact of Negation : Counterspells are good, especially if they can protect your combo. Sadly, that's all this card is doing, it's quite bad to use against cards during setup. I'd rather have my cards be good all game, rather than just during the combo turn. The zero cost also makes it very easy to cascade into, which weakens the Yidris turns.

Swan Song : A better counterspell, but the fact that it made a 2/2 blocker against Yidris, which could ruin my cascade turn or give my opponent a 2/2 attacker that was going to cost me life and thus cards wasn't working for me. Especially considering the fact that counterspells with only reactive modes are less good to cascade into.

Veil of Summer : A good protection piece, although very narrow. Is incredibly good if your meta has a lot of counterspells, especially when you want to loop through your deck, but not as spectacular if you often have to use it as a one mana draw on someone else's turn.


Dark Petition : This card is usually described as a second copy of Demonic Tutor since it gives you three mana back if it resolves. The high mana cost made it rather clunky to use with Ad Nauseam , and the BBB could often not be used for the spell you were tutoring for. If an opponent countered this spell, you also often lost your whole turn.

Dig Through Time : Since storm usually needs a high density of cards, rather than specific pieces I believe Treasure Cruise to be the better card of these two. This card isn't run for the same reason, namely the high cmc. I would also not run both in a deck, even when not running Ad Nauseam , since that is a little too harsh on the graveyard.

Doomsday : This card is practically only played with and because of laboratory maniac, a cost of BBB is both hard to achieve and quite high for a spell that doesn't help the primary game plan.

Past in Flames : This card is good in modern storm, but less so if you have access to all the strongest pieces in four colours. Four mana is usually a bit too high for a card that also requires investment in all the other cards you need to play, especially since you cannot recast most of the fast mana that you can recast with Yawgmoth's Will .

Scheming Symmetry : A one mana tutor, but unless you can draw the card that turn and win with it you're very likely to give one of your opponents a free tutor, which they can use the next turn and probably win with. Another example of a card that is good during the combo turn, but not as good while setting up.

Serum Visions : A decent filtering card, but the worst of the available options since it scries after the draw. The deck plays a lot of shuffle effects, and this also isn't instant speed so you can hold up answers. Not bad, but not interesting either.

Summer Bloom : A good card that works like a ritual which is usually only usable during the combo turn. The other turns there are likely not enough lands in your hand to make this card work. A two mana spell that gives three mana is also not too amazing, although this does combo with cards that care about your lands.

Toxic Deluge : Another good card against creature decks, but the amount of life you have to pay usually adds up to a few extra cards that could have been drawn. You also usually spend your whole turn simply casting this spell. Another good example of speed versus protection.

Treasure Cruise : I would play this card if the cmc of eight didn't hurt so much with Ad Nauseam , which is our primary game plan. It's quite easy to delve away a few cards that you do not need any more to turn this into an Ancestral Recall . There are a few cards in the deck that care about cards in your grave, which do become weaker if you would play this.

Wheel of Fate : While this card is very strong in cascade turns, it is absolutely horrible in a regular game. Paying two mana and telegraphing for four turns that a wheel is coming gives your opponents ample opportunity to prepare for it, either countering it or emptying their own hands. Four turns is also such a long time that the game can often already be over when it comes off of suspend.


Bolas's Citadel : A sorcery speed and removable ad nauseam, that stops your combo if you hit a second land on top, which happens rather quickly. Since it's a permanent, it's also pretty easy to remove, often costing you six mana versus their one or two. You don't have to pay the mana cost for spells though, which is better than ad nauseam. Also combos with Sensei's Divining Top , where you can draw a card, put the top on top of your library and then replay the top for 1 life. Lotus Bloom and Ancestral Vision can be played off the top for 0 life.

Cursed Totem : And the third case of speed versus protection. This card has the added downside that creatures can still attack you, which is going to cost you even more cards and thus speed. Does cost less mana overall though.

Helm of Awakening : This card is only good in the combo turn, and the deck strives to only play cards that are good during the whole game. Playing this card early when setting up can sometimes provide your opponents with the resources they need to win the game.

Isochron Scepter : Like engine, this is a card that is usually not needed to win, but makes it easier. The main combo is using this with Dramatic Reversal to make infinite mana and storm, then winning with aetherflux or bounding it and putting a game winning instant under it. The initial investment, four total, is high and it is very susceptible to removal. Your important spells are also permanently exiled. If you can run this almost risk-free, it might be worth it, but I can't imagine a pod where that's the case.

Mox Amber : The moxen are incredibly easy to cascade into, so this is a mox that taps for all four colours if we're doing a Yidris cascade turn. As mentioned in the description though, Yidris is more of a backup plan, making this card only tap for mana if Baral is in play, that's sadly too narrow.

Mox Tantalite : Also a good cascade target, but doesn't do as much as the other suspend spells if you ever have to suspend it. Since suspending it does have to happen sometimes, I'd rather run the cards that draw three or gain three mana than one that gives me one extra mana starting turn four at the earliest.

Paradox Engine : (currently banned) This card does a lot of work for me and it felt bad cutting it, since you hardly ever have mana problems with this card on the battlefield. The thing is, the card was usually not needed. I get that people play this card, I didn't believe it myself when other people said engine wasn't usually needed, but it's true. You're usually better off cutting five mana cards that you do not directly need.


Dark Confidant : Good in grindy matchups, but not as good for your primary game plan. Every extra card you draw, your opponents will also all have drawn a card. You draw one extra card versus their three, which is not good if you're trying to be the fast combo deck.

Dreadhorde Arcanist : A good grindy card which requires you to have a lot of 1-cost spells in your graveyard, this might be hard to achieve in some cases and not all spells are worth flashing back. Also doesn't do anything in the combo turn.

Erayo, Soratami Ascendant : (currently banned) A good one-sided stax piece as well as protection card when you want to go off. Should be easy to trigger in a storm deck, but opponents could satisfy the condition as well. This card is currently banned, mainly as it is a legendary creature, but I suspect this card could be unbanned one day.

Laboratory Maniac : Backup wincons are always good for every (c)EDH deck, but the total cost of including a laboratory maniac package was too high, especially since twister loops can also be considered a backup wincon if necessary. This card doesn't do anything during setup or during the combo turn when executing our regular gameplan, it is only there to provide a backup gameplan.

Orcish Lumberjack : A strong card to use in a storm turn. It's not as good when setting up, since the and can often not be succesfully used, and losing a land permanently is a real cost. Especially since this decreases the effectiveness of Chain of Vapor and sometimes High Tide .


Necropotence : An incredibly good card for finding the perfect seven to win with earlier in the game, or paying one life per card later in the game to keep refilling your hand. The card is really good in sculpting a hand, and not so good in getting card advantage. In certain decks, finding one specific card is all you need, but in this deck you simply want to see a lot of cards. In this deck, discarding to exile is a real downside since it makes you lose access to certain looping lines. A mana cost of BBB is also really hard to achieve in the early turns, and usually you have access to different lines as well. Skipping your draw step is also a major downside if you keep this card up for longer than a turn. The card is also really good with Bolas's Citadel to exile all the lands off the top of your library.

Sylvan Library : Another card which draws you extra cards, possibly two this time, versus your opponent's three cards per round. Paying four life per card is also not a rate I am interested in, since this is going to cost you cards with Ad Nauseam later.

Waste Not : Synergizes well with the wheels and discard spells in the deck. In a singleton deck you will not find these cards all the time, and often there are better cards you can play on turn two as well. Becomes better if your opponents also play a lot of wheels or discard in their decks.


Badlands , Bayou , Taiga : I'm used to playing against quite some nonbasic land hate, and these cards would replace basic lands in my deck. Currently, I don't see as much nonbasic land hate as I used to, so I might put these in.

Ancient Tomb : Lands that tap for two and come in untapped are good, but we still don't run this since we usually need all the coloured mana we can get. If your deck runs a lot more signets or other colourless spells it might be a good inclusion, but that also likely means the average cmc of your deck is a bit higher. The life is also going to cost you cards later in the game.

Reflecting Pool : While this card is very strong in decks with multiple colours, this deck needs four different colours as soon as possible. This card becomes better when your deck contains a lot of cards with double or triple of the same mana symbol. This card also made some starting hands unkeepable because it doesn't produce mana if it's the only land.

Tarnished Citadel : While it's incredibly good to have a land that taps for all colours, three damage is a lot and hurts your overall gameplan too much.

The Tabernacle at Pendrell Vale : Backbreaking meta card against creature decks since we're so low on creatures ourselves. It doesn't tap for mana though, so including this is going to make your deck become slower. There is a point where you need to make a choice between speed or protection, and while this is an incredibly good protection piece, the regular game plan of the deck becomes slower.


(actually done earlier, but I only started to track it since now)

In: Merchant Scroll , Opt

Out: Regrowth , Serum Visions

Regrowth didn't do anything for me most of the time, even though it's really good in theory, wanted to try out merchant scroll even though I feel it's very narrow.

Trying opt over serum visions since I feel the instant speed might help me combo with paradox engine more often or let me be able to leave mana open for counters, and scrying before you draw is often more relevant in a generic game. Still, the scry 2 is relevant when cascading with Yidris sometimes, so I might put serum visions back in some day.

Update (27-01-18):

In: Birds of Paradise , Abrupt Decay

Out: Izzet Signet , Opt

Opt isn't that exciting either. I'd rather run a piece of removal and be a little bit slower in that way, than run a mediocre card. Birds of paradise was in before, changed to a signet to help with metalcraft and not needing green on turn one, but it's a lot better than a signet.

Update (21-02-18):

In: Elves of Deep Shadow , Culling the Weak , Inquisition of Kozilek & Exotic Orchard

Out: Doomsday , Laboratory Maniac , Rain of Filth & Urborg, Tomb of Yawgmoth .

One of the biggest changes I'm probably going to make in a very long time, maybe ever. I never needed the labman win in 100+ games, and the deck is more consistent by cutting two 3 drops that do nothing during the combo turn. Rain of filth cut into my landbase too much when I still run gush (for now?) and chain of vapor.

Update (03-03-18):

In: Nature's Claim Fellwar Stone

Out: Culling the Weak , Elves of Deep Shadow .

I technically didn't test this enough, but I already feared I wouldn't like these cards...and I didn't. Switched them for two incredibly good cards so that I run no cards that I don't like for now.

Update (05-04-18):

In: Helm of Awakening , Future Sight

Out: Lion's Eye Diamond , Gush

LED and gush were leftovers mainly from when DD and labman were ran, but were not that amazing any more. An additional A+B=C combo fits nicely into the deck, and I could use more general card-advantage cards anyway. Future sight is a good card in this case, and helm of awakening is an easy slot in for a combo with sensei's top. The cmc is high and I don't like that helm of awakening can't safely be cast early, but it seems like the best option for the deck right now.

Update (18-07-18):

In: Bonus Round

Out: Toxic Deluge

I haven't tested bonus round that much yet, but it can usually easily win you the game, like a weird kind of Yawgmoth's will. It copies your opponents spells too, though, which hasn't been a problem yet, but is something to be wary of.

Update (14-10-18):

In: Snap , Mnemonic Betrayal , Assassin's Trophy

Out: Helm of Awakening , Future Sight , Lim-Dul's Vault

Bonus round has won me several games, so that stays in. Because of bonus round, snap will have just enough payoff cards to be worth it, so it's included. I did not really like future sight + helm of awakening that much, and since I needed room for snap anyway, I removed both and included mnemonic betrayal as a lategame payoff card. Assassin's trophy destroys all permanents while under a isochron scepter with paradox engine. I removed Lim-Dul's Vault for it, since that provides no card advantage and I think rhystic study is a tad better.

Update (03-03-19):

In: Lightning Bolt , Regrowth , Opt , Elves of Deep Shadow , Arid Mesa , Windswept Heath

Out: Flusterstorm , Swan Song , Isochron Scepter , Hurkyl's Recall , Paradox Engine , Spire of Industry

This seems light a really big change, but is more of a meta-shift. In my current meta, there's a lot of creature heavy decks, so cards like flusterstorm and swan song have become less good. They were already not as good to cascade into, so I took those out for a lightning bolt and elves of deep shadow. One to remove problematic commanders and the other to ramp into my own commander a bit more quickly. I considered running toxic deluge again, but decided against it. Bolt has the added advantage of winning with lines that loop through the deck (timetwister, noxious revival, bonus round). Speaking of looping through the deck, that has become more important and easier than scepter/engine loops. To make that side of the deck more consistent, I removed the costly paradox engine and isochron scepter, and added regrowth. Lastly, hurkyl's recall isn't that good against creature decks either, and opt was a fine card. I also changed spire of industry into another land, since the number of artifacts have become quite low, and added an additional land.

Update (04-04-19):

In: Bolas's Citadel , Narset's Reversal

Out: Mnemonic Betrayal , Night's Whisper

Bolas's citadel is a second copy of ad nauseam and might be one of the most important new cards for any competitive (storm) deck. Narset's reversal can go infinite with bonus round and a few other spells in the deck. It's also a good soft counterspell and copy effect in one. I wasn't really happy when drawing Mnemonic betrayal at any point in the game, and it was especially worse in a creature meta. I did consider adding Toxic deluge again, but decided against it because of the cmc and amount of counterspells in the meta. The other cut was a toss up between night's whisper and opt. The instant speed and one less cmc seemed to be slightly better, especially considering the lifeloss.

Update (01-06-19):

In: Arbor Elf , Goblin Electromancer , Snow-Covered Island , Snow-Covered Swamp

Out: Reflecting Pool , Cyclonic Rift , Island , Swamp

Arbor elf might be especially interesting with high tide, and is a good mana dork on its own. Getting a forest in the first few turns might be tricky. Goblin electromancer is a decent cost reducer, but more importantly also a good blocker against tymna and najeela. I removed a land once more to smooth out Bolas's citadel a tiny bit, and removed cyclonic rift because I can't remember the last time I overloaded it. Two basics were changed to snow-covered basics as they were reprinted, and are easier to obtain. It currently does not have any practical effect on the deck itself but might make tainted pact playable if I want to.

Update (05-07-19):

In: Tainted Pact , Snow-Covered Island , Lion's Eye Diamond

Out: Dark Petition , Island , Necropotence

I started testing Tainted Pact when the snow lands got in, and was surprised by how effective it is. The instant speed really helps the card out a lot. It's a complicated card to play, since you lose access to certain lines the more cards you exile, but this does make the card interesting. It can, however, be that you sometimes take a mediocre card because you expect to really need it for a different line later. One island is now also covered with snow to make hitting duplicates less common. Because of High Tide and opposing Back to Basics and comparable cards I don't want to run different lands for now. The odds of hitting two of the same lands before I find a useful card is rather low anyway, but not zero. I put LED back in since I noticed problems with getting enough affinity for Mox Opal and 0 mana for three mana is a great rate. I also run more spells that provide an opening for LED than the moment I had cut it.

Update (02-08-19):

In: Izzet Signet , Simic Signet

Out: Bolas's Citadel , Waste Not

Bolas's Citadel is an incredibly good card, and often it wins you the game outright. Other games, however, you get two lands on top of your deck and you just paid six mana do to (almost) nothing. The card was too swingy for me. Waste Not has also not been doing much lately now that way fewer people, at least in my meta, have been running wheels or other discard spells. I considered either running Dark Petition or Cyclonic Rift again, but decided against it because of the high cmc and the fact that one was mainly used as a temporary answer. I've been liking the fact that the signets cost generic rather than coloured mana, which makes them better during cascade turns. A few more artifacts were also needed for metalcraft. One of the signets will be replaced by the "newly" spoiled arcane signet when that comes out. I'm still testing Veil of Summer . It's incredibly good in certain games, and does absolutely nothing in others.


Veil of Summer , Dockside Extortionist Badlands , Bayou , Taiga


Updates Add

Comments View Archive


100% Competitive

Date added 1 year
Last updated 4 minutes

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 1.72
Tokens 1/1 Spirit
Ignored suggestions
Shared with