Chain of Vapor

Chain of Vapor

Instant

Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (2) Darui , KillKid20095

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon
Onslaught (ONS) Uncommon

Combos Browse all

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Chain of Vapor Discussion

jaymc1130 on Kinnan the Incredibly Frightening

2 weeks ago

From a competitive standpoint the deck is running so little interaction and protection as it stands that it won't ever be able to hold up in competitive settings.

You'll definitely want each of these pieces of interaction in a Kinnan helmed deck at a minimum:

xCounterspell xMental Misstep xDispel xFlusterstorm xMuddle the Mixture xCyclonic Rift xChain of Vapor xNature's Claim xFierce Guardianship xVeil of Summer xPongify/Rapid Hybridization

As it stands that won't be quite enough pieces to consistently have the access to permission and protection elements to remain in a competitive position in most game states and these pieces are worth running much of the time:

xNegate xDelay xInto the Roil/2cmc bounce spells (UG has very limited access to tools that can remove hate pieces from the board that prevent a win like Grafdigger's Cage, Notion Thief, or Narset, Parter of Veils.) xBeast Within

As an additional note about competitive Kinnan builds, you can lose the Dramatic Scepter stuff entirely. There's no need in a Kinnan deck. The most effective and efficient method of generating the infinite combo needed to win is any dork that can produce U and G mana combined with Freed from the Real and Pemmin's Aura. Basalt Monolith is worth running in Kinnan decks because it generates infinite colorless with just Kinnan out on the field also, so you can usually get a couple of Kinnan activations off to dig for Thrasios. For the mana dork complement it's best to stick with BoP, all the 1 cmc tap for G elf dorks, and then a handful of 2 cmc "tap for any color" dorks. The most effective back up infinite mana engines for a Kinnan deck are typically Simic Ragworm or Horseshoe Crab paired with Paradise Mantle and the Monolith (which is often why the deck runs Staff of Domination as an additional outlet that's easy to tutor for in the colors) rather than Dramatic Scepter combo as the Scepter combo relies on density of dorks and rocks to be engaged and this can be more difficult than a less card intensive engine (Crab, Mantle, Kinnan is 3 cards with one from the command zone compared to Kinnan, Dramatic Reversal, Isochron Scepter, 2 mana rocks/dorks at 5 cards to engage) and thus less reliable for the game play patterns Kinnan wants to ideally play from. Shapers of Nature and Thrasios, Triton Hero are the standard outlets that will eventually be found from Kinnan activations that allow you to draw the whole deck. From there winning is easy, so stick to win conditions that are more live than things like Blue Sun's Zenith and run Thassa's Oracle plus a looping mechanism (such as Narset's Reversal and Timetwister or Elixir of Immortality) to use the interaction pieces like Swan Song and Pongify as the win conditions (this helps to avoid other issues too, like not being able to win with Oracle due to Angel's Grace, etc, in addition to improving card slot efficiency). Green Sun's Zenith and Drift of Phantasms are generally considered must runs as tutor options for competitive Kinnan lists, but a good number of quality tutor options are available to provide consistency. Incubation Druid+Vigean Graftmage is somewhat popular as another back up 3 card game winning infinite combo line.

SynergyBuild on Yeva Draw-Grow

3 weeks ago

Also, it's our way to instant-speed answer Cyclonic Rift effects, Grasp of Fate, Chain of Vapor etc.

It makes our board lands, so they can't remove it to a ton of effects!

Goblin_Guide on

4 weeks ago

For anyone interested in a budget version, here are some changes I would recommend:

Necropotence becomes Underworld Connections (or Phyrexian Arena I guess, but still a little pricey).

Baleful Strix becomes Dusk Legion Zealot.

Chain of Vapor becomes literally any removal spell, it's just in here because I own a Chinese one and I like the card a lot. (Plus it can bounce your own commander and sac a land to make it into a removal spell.)

Crypt Ghast becomes any mana rock; it could also become some mana dork like Apprentice Wizard or something.

Erratic Portal ... uh ... I dunno, maybe Barrin, Tolarian Archmage? Not a great option but it's cheaper.

Mystic Remora becomes any draw spell.

There are also a couple of randomly expensive mana rocks or whatever, figure it out.

Happymaster19 on Part of a Balanced Breakfast [Unrestricted Eggs]

1 month ago

Regarding Psyche, you are typically going to be over that minimum number of spins just on your way to Psyche. It’ll be overkill by the time you get it off. On that note, you can get yourself to a position where you Psyche right after Sunrising all your stuff back. Or the fact that those bounce spells only make Psyche better in terms of its primary effect. At least if they’re responding to Psyche with the bounce.

The deck probably can’t go completely infinite but it can go well beyond what it needs including spinning until you get a finisher with counter magic or enough to do multiple spins off one hand. That’s the differentiation between this and the other wheel decks. Sunrise and Reward will eventually get you multiple spins that can’t be countered. Protect the reanimation and the bang/buck ratio increases as you sequence.

I do completely understand that the vulnerability of spinning your opponent into counters is a given with all wheel decks. You are certainly right about how that inhibits them from being viable. It’s a meta thing. Maybe save it for Dredge. Leyline of the Void is an extremely good reason for why Chain of Vapor should be in the sideboard.

I think that the wheel decks are interesting as they are very similar concepts but perhaps each would thrive under different metas. They goldfish very nicely but their exposing nature makes them tricky in practice.

defamagraphy1 on Part of a Balanced Breakfast [Unrestricted Eggs]

1 month ago

Depends. If you catch a Force, even if you Force. They're still 2 cards down and Psyche will only deal 19. Any free pitch cards will make you keep going. Then you have to achieve Metalcraft or cast one of your return cards at the point, and then produce enough mana to cast Psyche. Depending on what's in the yard, and what you have in play, you may lose metalcraft, and if you even keep spinning will run out of gas.

Also, if your opponent casts Chain of Vapor or Hurkyl's Recall in response, there won't be any Metalcraft trigger.

In a goldfish game this is great, but outside of that it is way way too fragile. Tormod's Crypt and a mulligan into Leyline of the Void completely end this before you can get going.

And the biggest problem, is you're going to start eating your draw 7's to keep Forcing, since you're running a very limited amount of blue. Probe and Recall will go first, then it'll be either Negation and Forces, if you have to keep going or Timetwister and Windfall start taking the chopping block. If you go with the assumption you will Wheel yourself into Force you also have to assume your opponent has one as well.

defamagraphy1 on Sphere Tax [Unrestricted Stax]

1 month ago

Happymaster19

Hit the nail on the head perfectly.

Damping Sphere is interesting, and any Storm deck will go straight for Chain of Vapor or Worse Hurkyl's Recall so it makes it super hard to rely on.

Defense Grid is interesting but very unnecessary. With so many cards to increase mana costs, you'll just bait the FoW

What about Crucible of Worlds + Strip Mine if you're not playing instant speed this is an auto include alongside Wasteland

SynergyBuild on *Primer* -- Dimir Tempo

1 month ago

I'd probably recommend Chain of Vapor over Unsummon. It hits wayyy more and the downside doesn't hurt when your deck is full of cards that want to be bounced xD

Also, I'd test out Divert, Ulcerate, and Erebos's Intervention when you get the time. Not sure how much of those effects you would ever want, but they all have weirdly powerful text.

SynergyBuild on Staples of the Format

1 month ago

Key Cantrips:

Ponder, Preordain, Brainstorm, Gitaxian Probe

Key Draw:

Mystic Remora, Rhystic Study, Sylvan Library, Dark Confidant, Ad Nauseam, Mindblade Render, Oakhame Adversary, Waste Not, Notion Thief, Sensei's Divining Top

Key Wheels:

Wheel of Fortune, Windfall, Timetwister, Dark Deal

Key Tutors:

Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Demonic Tutor, Gamble, Worldly Tutor, Lim-Dul's Vault, Eladamri's Call

Key Recursion:

Yawgmoth's Will, Underworld Breach, Noxious Grasp, Reap, Eternal Witness

Key Mana Rocks:

Mana Crypt, Sol Ring, Mox Diamond, Chrome Mox, Lotus Petal, Mox Opal, Mox Amber, Mana Vault, Grim Monolith, Basalt Monolith, Arcane Signet, Fellwar Stone, the Signets and Talismans, Mind Stone, and Thought Vessel

Key Mana Dorks:

Deathrite Shaman, Birds of Paradise, Noble Hierarch, Avacyn's Pilgrim, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Boreal Druid, Bloom Tender, Priest of Titania, Faeburrow Elder

Key Mana Ramp (Other):

Dockside Extortionist, Kinnan, Bonder Prodigy, Smothering Tithe, Carpet of Flowers, Curse of Opulence, Derevi, Empyrial Tactician, Wild Growth, Dark Ritual, Cabal Ritual

Key Stax/Hate:

Collector Ouphe, Notion Thief, Ashiok, Dream Render, Narset, Parter of Veils, Null Rod, Linvala, Keeper of Silence, Cursed Totem, Grafdigger's Cage, Chains of Mephistopheles, Rest in Peace, Aven Mindcensor, Drannith Magistrate

Key Blue Countermagic:

Swan Song, Spell Pierce, Flusterstorm, Miscast, Dispel, Force of Will, Force of Negation, Mental Misstep, Fierce Guardianship, Pact of Negation, Mana Drain, Dovin's Veto, Drown in the Loch, Counterspell

Key Non-Blue Countermagic:

Silence, Veil of Summer, Autumn's Veil, Red Elemental Blast, Pyroblast, Deflecting Swat

Key Removal:

Chain of Vapor, Swords to Plowshares, Nature's Claim, Dismember, Fatal Push, Vandalblast, Winds of Abandon, Cyclonic Rift, Gilded Drake, Oko, Thief of Crowns, Legacy's Allure, Abrade, Abrupt Decay, Assassin's Trophy, Drown in the Loch, By Force, Shattering Spree, Natural State

Key Wincons:

Demonic Consultation, Tainted Pact, Thassa's Oracle, Jace, Wielder of Mysteries

Lands are Fetches, Horizon Duals, Og Duals, Shocks, Pain lands, sometimes triomes, sometimes the castles. Command Tower, City of Brass, Mana Confluence, Exotic Orchard, Forbidden Orchard, Gemstone Caverns, Gemstone Mine, Ancient Tomb, Gaea's Cradle, Wirewood Lodge, Mystic Sanctuary

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