Target creature gets +1/+0 until end of turn and is unblockable this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
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|Commander / EDH||Legal|
Distortion Strike occurrence in decks from the last year
Latest Decks as Commander
Distortion Strike Discussion
1 week ago
Crash Through isn't bad per se, but I think it's kind of the wrong idea on how you want to go about things. Trampling over blockers helps get at your opponent, but when your deck is geared towards counting him from 20 life to 0 as fast as humanly possible, then really you'd be better off sidestepping those blockers and dumping all of the damage in your opponent's lap. I think that Slip Through Space is more the right idea, and another common that does virtually the same thing is Shadow Rift ! You could also run evasion-granting cards over the ones like Renegade Tactics or Send to Sleep , since you can't be sure how many blockers your opponent will have, but you really only need one attacker to get through for your plan to work. Distortion Strike is another solid option - it gets a second casting for free and even provides another point of power, meaning it can add 8 unblockable damage to a Kiln Fiend or Cyclops for only a single mana.
Another card I'd highly recommend is Assault Strobe - no surprise value, but it is the cheapest way to double your damage in such a deck. With an Assault Strobe, a Shadow Rift and any other one-mana spell, a Kiln Fiend can kill your opponent as early as turn three!
1 week ago
Artful Dodge is a solid card and a little more versatile because you can choose when to cast both halves of it, even on the same turn. I think you might be better served by Distortion Strike , though, as presumably you're only targeting your Wildfire Eternal with it and your second casting of it comes completely free, leaving your mana open for counterspells. It even tacks on a couple points of damage, in case your opponent has a touch of lifegain or some such!
1 month ago
- + Reckless Charge
- + Distortion Strike
- + Kykar, Wind's Fury
- + Stubborn Denial
- + Counterspell
- + Cyclonic Rift
1 month ago
Hey there! Voltron is indeed a load of fun (check out my Voltron deck, yes shameless plugs), and I may just have some suggestions for you that I have found in my Voltron journey!
Aqueous Form , Artful Dodge , Distortion Strike , Invisibility , and Thassa, God of the Sea . I see you already have Aether Tunnel, so if that's been working for you, you might like these too! They work very well for me quite often, especially the re-castable ones.
Temporal Mastery , it works really well with mystical tutor which you have in the deck.
- Esior, Wardwing Familiar is really good since now any spell costs FIVE cmc, making it really hard to target him.
- Pemmin's Aura : Well it does a lot- it's pretty self-explanatory
- Kaho, Minamo Historian since you run a lot of instants this could be good especially if you use some unblockable spells from above
- Rapid Hybridization / Pongify Cheap blue removal
- Vanishing Lets you phase him out at the end of every turn at instant speed
- Ancient Tomb Great colorless land
- Sapphire Medallion Easy cost reduction
6 months ago
i've used mono b rogues at fnm and placed top 3 a couple of times with the list.
lessons learned, thoughtseize is just that good, being able to take away that key piece of removal was often the linchpin to winning games (it also works really well with new nighthawk)
i also used a third lord effect with Bad Moon, this often meant i was swinging with unblockable 4/3, which really helps when trying to close.
lastly rogues as a archetype is pretty proactive, reactive cards like remand work in fairies or ninjas but with rogues it tends to hurt more than help, id recommend Morsel Theft in that slot, (or if you really what a counter spell then Drown in the Loch )
lastly the artifacts, cloak and dagger is ok, but it dose mean your taking a turn off to play it and turn 2 is when you what a lord or bitterblossom copter is a little better, but the fact it does not trigger prowl and it doesn't get any buffs and almost everything in the deck is already a issue to block, it feel unnecessary.
cards i would consider are Distortion Strike (pumps and allows stinkdrinker to attack, and it dose this twice)
Rankle, Master of Pranks haste is great at the fact it can trade you fairy token for a combo piace while also acting as disruption and card draw is great .
Soaring Thought-Thief a solid lord and fairly easy to turn on in modern (i mean fetchlands flying everywhere), it also works well with i cmc hand disruption and fuels nighthawk
6 months ago
So I just did a quick little search and it seems like the only other option really worth mentioning is Distortion Strike.
6 months ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
6 months ago
Yes, you die to crab commander damage. :(
Like the crab, and the deck. :^)