Crash Through

Crash Through


Creatures you control gain trample until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking if lethal combat damage would be dealt to all blocking creatures.)

Draw a card.

Latest Decks as Commander

Crash Through Discussion

Coward_Token on Innistrad: Midnight Hunt. A Good …

2 weeks ago

(to put the previous comment in perspective: Crash Through)

multimedia on Spellweaver: The Deck

3 weeks ago

Hey, you're welcome, thanks for all the upvotes at my decks. Well done with changes so far, but you still didn't add Tower, haha. Good job trimming the creatures and nice Guardianship :)

If you're playing casually, not trying to win the game quickly then in my opinion more lands is better than less lands. Missing a land drop when you're expecting the game to go long is not something you want to have to worry about. Ramp sources are the sorcery speed cards you want to cast more than others since they help you to have mana to cast instants on your opponents turns. Sorcery speed ramp sources with Spellslinger are more important than using that same mana to cast a creature. When instant ramp is available it can replace a creature since then you're ramping at instant speed instead of sorcery speed.

Solemn Simulacrum is a fine card for most decks, but Unexpected Windfall is better ramp/draw with Spellslinger simply because it's an instant that also draws cards right away. Pteramander isn't doing anything until much later in the game, if ever. It would be better if Pteramander was another two drop mana rock such as Fellwar Stone. There's lots of four drops here and Crackling Drake is the least good of them simply because it's just a flying beater who you don't really need. Replacing Crackling with another instant that gives you some card selection and a card such as Impulse would do more.

You've added Young Pyromancer which is good especially for blockers because the tokens are created by you casting instants not creatures. Saheeli, Sublime Artificer is another blocker creator and the tokens she creates are artifacts which has excellent interaction with Galazeth Prismari.

Interacting with opponents by casting a spell or spells during their turns is what Spellslinger is all about. Instant draw are the cards that keep you engaged on each players turn with cards in hand to potentially interact at instant speed with an opponent. If you think a creature is filler such as Academy Drake and Skyclave Sentinel, instead of playing them play more instant draw spells such as Brainstorm and Thrill of Possibility.

Burn spells such as Flame Spill that have only one target, a creature, are much less impactful in Commander because you have multiple opponents who are going to have many different kinds of permanents, not just creatures. Versatility is important to have with instants if you're strategy is to interact with your opponent on their turns. Chaos Warp is an example of an instant speed removal spell that is an upgrade for Flame Spill because Warp removes (tucks) any permanent you target. Into the Roil is another example of a versatile removal spell.

In my last comment I mentioned to streamline the creatures and you can do the same thing with instants. Flame Spill is an example of an instant that's not needed because you have other burn spells that are better such as Lightning Bolt and Lightning Strike because they can target any target not just a creature. Draw spells don't really need to be streamlined since they draw cards which theoretically helps you to draw into more impactful cards, they trigger Niv and chaining draw spells also gives you a big advantage with magecraft.

I haven't played Veyran, Voice of Duality as Commander yet, only as a card in the 99, but Spellslinger would be much different with her as Commander. Sorceries are just as important as instants with Veyran because you want to pump her on your turn to attack. Lethal Commander damage is possible and should be a strategy for winning with Veyran, but you can only get to enough power with Veyran to do lethal Commander damage by casting instants and sorceries on your turn, not on opponent turns. One drops spells that draw a card while giving Veyran evasion such as Shadow Rift, Leap, Crash Through, Slip Through Space and Expedite are good for Spellslinger with Veyran as Commander, but these same cards are not needed with Spellslinger when Niv is Commander.

You technically need less lands and ramp with Veyran as Commander than Niv because she's less mana to cast and low CMC instants/sorceries are priority cards to play to pump her. With Veyran you would also want less creatures and unlike Niv she's only a three drop who can be cast much earlier in the game. Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Dualcaster Mage, Young Pyromancer are the kind of creatures you want with Veyran as Commander. Once you get her on the battlefield you want to spend your mana on spells that interact with her or protect her. Since she can be cast early then it doesn't leave many turns to worry about casting other creatures.

Gage18 on Birgi Storm cEDH

1 month ago

WotanubisReturned This list is extremely competitive and the only reason the list runs Crash Through is because it is a 1 mana spell that says “draw a card”. The trample is irrelevant

WotanubisReturned on Birgi Storm cEDH

1 month ago

Gage18 I understand you intend to kill the table: I'm not super competitive so I am willing accept a kill to recoup my buy-in if things go wrong. I just saw Crash Through in your list and thought it was more useful despite the higher cmc

Gattison on Izzet Defender Idea (Pauper)

3 months ago

Cinder Wall is cheap if you want more defenders. As for support spells, you'd want mostly cantrips imo. Things like Crash Through, Opt, Renegade Tactics, Slip Through Space. Even stuff like Faithless Looting and Thrill of Possibility could be helpful if you want to include flashback/retrace stuff, like Flame Jab.

Grubbernaut on Boros Infect

3 months ago

Crash Through seems good, here. I like the idea.


Grubbernaut on Weird Storm (Temur-ish)

4 months ago

Manamorphose , Strike it Rich , Mutagenic Growth , probably Lightning Bolt . Crash Through could be good, too. Gut Shot , Lava Dart are always good.

Paradise Mantle seems really out of place, especially with only four creatures. I'd go to a minimum of 10 threats of the flavor of your choice -- maybe Runaway Steam-Kin could be good, especially if you go red-heavy.


Omniscience_is_life on Swiftspear Insanity

6 months ago


I thought I just had to run Abrade, I didn't love it but I'm unused to having a SB!

I'll cut Brute Strength for Crash Through , but I'm unsure about Brute Force . Pump spells have been working pretty well, but I'll put them under more careful scrutinization.

Dumping the Rituals seems fair, they don't work as well without the card draw that I removed from an early iteration.

Grapeshot hasn't been working very well but I'm accustomed to viewing Storm as a mechanic as broken, so I let my preconceived notions overtake my better judgement. Out with it!

Haze has been mediocre, probably fine to cut. That one I'll have to take a slightly longer look at, but should be fine to drop.

The Nexuses have been able to 1-shot K.O with doublestrike spells and pump effects, but since I'm cutting most of those they can be cut. Good call.

I definitely like Fury, but I might need to reconsider my super-secret tech on Twinflame . It's fun to copy a Swiftspear, but probably not good enough. I'll play around with it.

Thanks again for taking the time to help me out a bit!

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