Sharks and spells and oh my!

If you came here for something other than making Flying Sharks and drawing cards, I'm awfully sorry, but you're in the wrong place.

Jokes aside, this deck has one plan in mind. Make a whole bunch of sharks from Shark Typhoon by chaining together lowcost spells and ritual like effects all in one turn, then give all of the sharks we just made haste with Burst of Speed or Goblin War Party. How do we do that in a bit more detail? Lets talk about it! There are of things that hinder us from our Sharks raining from the sky to kill the whole table sadly. We need lots of mana, and I mean a LOT of mana during the turn that we decide to make the ocean spill onto land. We need all of this mana because our spells may be cheap but our key enchantments like Shark Typhoon and Thousand-Year Storm are not cheap at all. It's unrealistic to hope to be able to leave these around for a turn or two before Oceanaggedon happens, so its best to try and make enough mana on one turn so there isnt much left to chance when it comes to if your costly permanents will stick around.

Shark Typhoon - This guy I'd like to think is pretty self explanatory, this is how we make the ocean fight back against the entire table

Thousand-Year Storm - Man this card is our bread and butter, not only does it let us "storm" off easier but it also can provide some really wacky lines of play that make for really fun and interesting games. A personal favorite is casting Bonus Round after a few spells have been cast before off of TYS (Thousand-Year Storm) and watching the sparks fly as you go nuts!

Talrand, Sky Summoner- Sharknado's younger brother who is still is an incredible plan b if something ever happens to our beloved Sharknado. I spent a lot of time considering making this deck mono blue with Talrand as the commander, but it ended up just becoming another version of high tide and it felt absolutely criminal to not play Shabraz, the Skyshark as a general for this deck.

This deck plays a plethora of different types of mana to set up for its one big turn with Sharknado. The two main types are what I'm going to call PROACTIVE mana and PREPARATORY mana.

PROACTIVE MANA

Proactive mana is a type of mana generation that you plan to use in that turn. These are things like Pyretic Ritual or Seething Song. These will be short term cards that you will be casting and recasting that same turn to a storm count for your TYS and making more sharks with because they are mana neutral or mana positive when you cast them.

PREPARATORY MANA

This is the type of mana that you are going to set up in turns before you unleash your sharks on the table. These are things like artifact mana from things like Izzet Signet or Gilded Lotus. This type of mana within the deck is also from things like Smothering Tithe or Dockside Extortionist. These cards will make your "storm" turn much easier than it would normally be by making the hard part of getting the mana for your spells solved as well as they generally set you up for a good game by smoothing out general mana issues even before your Sharknado turn.

This deck is chalk full of card draw that can help smooth your draws or keep you going through your storm turn. Things like Serum Visions, Ponder, and Preordain are great either early or late because they will smooth your drives or keep you going to the cards you need on the turn you go off.

The deck also plays cards like Treasure Cruise, Wheel of Fortune, and Time Spiral which are massive forms of card advantage that will always get giving you a sweet hand full of stuff you need to make it rain sharks.

A note: oftentimes Treasure Cruise will be an Ancestral Recall in our deck because of how much we chalk our graveyard full of stuff to be delved away.

The hardest part of playing this deck isn't how to play your storm turn, it's when. In EDH, there are often moments where it may be possible to go for that win but you have to ask yourself some questions before you go for it.

Is anybody untapped with any potential interaction like Counterspell or a Naturalize effect for Shark Typhoon?

Do I actually have the cards to go for the win?

Do I have the mana to sustain the cards I need to cycle through?

If I fizzle this turn and don't get the win, what happens to me next turn from the rest of the table? and is that risk worth going for it?

And most importantly, Is it fun if I go off now?

This last one here is really important because even though you could go off on a turn it doesn't always mean you should. This deck isnt about winning constantly because if it was, I would've included much more fast mana and we would be playing an entirely different deck in the "storm" variety. We care about makin' some flying sharks and hopefully getting to do a super cool turn that will leave your table going "wow that was super cool" and not groaning. (although the amount of groans I'm going to get from my playgroup for fish related and shark puns is going to be atrocious I'm sure.)

Just keep that in mind before you go for your storm turn :)

Anyway lets talk about how to play the actual turn when you do really go for it:

IT'S TIME!!

The main thing youre looking for here is to either start the turn with Shark Typhoon + Thousand-Year Storm in play or enough mana to cast them and have leftover to start the madness.

You are then going to want to start either making mana with your proactive mana if you need mana for spells or start casting card draw spells looking for wheel effects like Wheel of Fortune.

The wheels are really important because they help you stock your graveyard as you look for one of either Past in Flames, Mizzix's Mastery, or Underworld Breach. These will let you recast cards from your graveyard and make MORE SHARKS while raising your storm count for things like TYS or Mind's Desire.

Once you've made a large amount of Sharks (how much is large is up to you), the next card you need is either Burst of Speed or Goblin War Party to give all of your newfound fishy friends haste and go for the win!

Easy enough right? Just turn em sideways like magic was intended to be. Convoluted on how to get there? oh yeah but that's what makes this fun.

The main thing i want to talk about is that this deck can often reduce the cost of cards you cast via things like Baral, Chief of Compliance or Mizzix of the Izmagus. Reducing the cost of a card with an ability or an alternate cost does not reduce the converted mana cost of the card you cast for things that care about cmc like Shark Typhoon.

I.E. if baral reduces Mind's Desire's cost to 5 from 6, it still makes a 6/6 shark with Shark Typhoon even though it costed 5.

Not sure if anyone will have to read this but wanted to put it here anyway just in case.

If you made it to the end of this, thank you so much for reading! I know these cards are not out yet but I'm incredibly excited for these cards to come out soon. I'd love to hear from you about what you would add to this deck or take out, or even what you think of this convoluted deck. Thanks so much folks and best of luck in your future games!

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Casual

92% Competitive

Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

45 - 0 Rares

15 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Drake 2/2 U, Emblem Dack Fayden, Emblem Jaya Ballard, Experience Token, Goblin 1/1 R, Insect 1/1 UR, Shark */* U, Spirit 1/1 W, Treasure
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