Maybeboard


The plan is to function as a pseudo-storm combo deck, chaining spells together and building a "storm" count with Thousand-Year Storm . Eventually spells like Seasons Past turn into mass graveyard recursion spells, which you reliably tutor for with Mystical Tutor and things.

Despite not playing Black, you have a couple robust tutor packages in the form of Spellseeker and Firemind's Foresight .

  • Cathartic Reunion : Already good card draw that gets better when you copy it, since you don't have to discard cards for the copy.

  • Cyclonic Rift : No explanation needed.

  • Epic Experiment : This is likely where the good turns are going to start. Just being able to look at the top 6 or 7 cards and potentially cast them is huge in a deck with 43 Instants and Sorceries.

  • Farseek : A quality ramp spell that can get me just about any land in the deck.

  • Flood of Recollection : Regrowth effects are already decent, and they only get better the more times you get to copy them.

  • Flusterstorm : We're playing a deck that uses Thousand-Year Storm . The Storm count is going to be getting high on its own, never mind potential interaction from the opponents. This is a no brainer.

  • Gamble : It doesn't really matter if you get the card you were looking for, since we have cards like Flood, Mission Briefing and Past in Flames to cast them.

  • Gitaxian Probe : This is marginal in the early game, but after you've got a TYS going with a couple copies it turns into an all-star. Getting to pay 2 life to potentially get perfect information on everyone's hand and draw multiple cards is really powerful.

  • Mana Drain : Played over Counterspell strictly because of the additional mana. Also just a solid piece of interaction.

  • Manamorphose : Filtering colors can be handy with double costed spells in the deck and, similar to Probe, being able to float a bunch of mana and draw several cards in the middle of a TYS turn for potentially 1 feels good.

  • Merchant Scroll : It's a little awkward playing Seeker to find Merchant Scroll, but this opens up all of the blue instants in the deck that the two packages can't touch.

  • Mission Briefing : It's one thing to give a spell Flashback, but this lets you pay alternate costs like the Overload cost on Cyclonic Rift, unlike with Past in Flames. As is the overarching theme with the deck, it gets better and better as you copy it. Each time you copy, you can potentially mill yourself into another good spell, and then target it with the MB.

  • Mystical Tutor : Just a standard instant and sorcery tutor. Actually doesn't work with copy effects, unless you have a way to weave a draw spell somewhere between the copies.

  • Nature's Claim : Cheap and effective removal. The life gain shouldn't be too terribly relevant.

  • Nature's Lore : Quality ramp spell, similar to Farseek, however unlike Farseek it's more restrictive on what you can get. However, the land comes in untapped, which may be beneficial.

  • Reality Spasm : A tutor-able Rude Awakening / Turnabout effect.

  • Regrowth : A staple recursion effect.

  • Tormenting Voice : Similar to Cathartic Reunion, however it only draws you one card. That said, it still scales well with copy effects.

  • Unsubstantiate : This serves multiple purposes. It can protect a spell on the stack from a counter, allow you to recast a spell multiple times to double up on the effect with the help of Thousand-Year Storm or Bonus Round, or can help to boost the overall storm count for an actual storm spell.

  • Blue Sun's Zenith : Serves as both a solid win condition in the form of decking the table, as well as a draw spell.

  • Capsize : You can bounce the Archaeomancer and Mnemonic Wall to recur your spells, as well as use it to bounce problem permanents. Anything more and I would hedge on Temporal Fissure .

  • Frantic Search : A free draw spell that can actually net mana if you have a cost reducer on the table, such as Goblin Electromancer or Baral, Chief of Compliance . Additionally, this is mana positive with any Heartbeat effect.

  • Harrow : This is included specifically because it's a ramp spell that fits the criteria of a 3CMC instant that can be found with Firemind's Foresight.

  • Krosan Grip : Nearly uncounterable removal is always a good thing.

  • Stroke of Genius : Serves the same purpose as Blue Sun's Zenith without shuffling into your library, as well as being marginally easier to cast.

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    Date added 5 years
    Last updated 4 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    16 - 0 Mythic Rares

    37 - 0 Rares

    15 - 0 Uncommons

    18 - 0 Commons

    Cards 100
    Avg. CMC 3.42
    Tokens Copy Clone, Treasure
    Folders Inspiration, Example
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