Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
|Want (4)||eeyore_pat , Suirad , TraceOn , jarenevans13|
Printings View all
|Modern Horizons (MH1)||Rare|
|Iconic Masters (IMA)||Rare|
|Vintage Masters (VMA)||Rare|
|MTG: Commander (CMD)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Flusterstorm occurrence in decks from the last year
Latest Decks as Commander
1 week ago
This is already pretty good for casual play. It's actually probably a bit better than a lot of casual decks. (Though not so powerful that you should worry about it). Making the deck legal was the important step.
With play you'll figure stuff out. The biggest thing is that you acknowledge when something is not working and actively do something about it. It will slowly become optimized.
Anyway, I would add some lands. Mathematically, you should have 36 (now at 30). I would add some cheap non-basics, I would go for:
Geier Reach Sanitarium (Synergizes with Commander and helps fix your hand) Isolated Watchtower (Synergizes with your high number of basic lands) Myriad Landscape (Ramps you) Terrain Generator (Ramps you) Command Tower (Both Colors) Temple of Epiphany (Both Colors)
I would still cut a lot more creatures and planeswalkers. In 4 player games, remember that people will only attack you as much as they feel that it is necessary. If it appears that you're doing very little, or you only intervene when necessary, people won't be attacking you. I would replace all but the creatures/planeswalkers that you feel are actually necessary and useful, rather than thinking you need them to attack/block.
Then, you will also probably want 5-10 mana rocks (artifacts that produce mana). Virtually every deck in EDH uses mana rocks, because the ones available with the card pool are generally much better than those in other formats. Good, budget examples are: Sol Ring Arcane Signet Fellwar Stone Mind Stone Thought Vessel Darksteel Ingot Skyclave Relic Prismatic Lens
And lastly, some other good budget cards are (I would recommend you pick some, not all of these):
Dispel Hidden Strings Desperate Ritual Seething Song Past in Flames Burning Inquiry Faithless Looting Mystic Remora Underworld Breach Blood Moon Time Reversal Bonus Round Molten Psyche Mana Geyser Merchant Scroll Echo of Eons Commit / Memory Gitaxian Probe Vandalblast Blasphemous Act Serum Visions Misdirection Flusterstorm Tolarian Winds Ponder Frantic Search
Also, if you ever get bored/tired of Izzet, Nekusar, the Mindrazer can be built to function very well and in a similar manner with virtually all of the cards you already have (or will have).
(Note: Some people who play EDH are very particular about playing against people with good decks. If you see people act uneasy around you because your deck is "too good", just remember that you can always try to lower the power of your deck or find other people to play with.)
1 week ago
OK so this deck has some major issues. Also if you are posting a deck for help please stop putting cards on seperate lines. If we are helping which dont need to know which version of a card it is and it makes looking at the deck so much worse.
I would cut the white. You don't have any of the high impact whits cards and 2c would improve your mana base no end. For 3 colour in modern you need fetches and shocks as otherwise your mana base comes online too slow and doesnt allow for removal on curve versus say aggro.
Cut the walkers. Scions is very low impact. Ral is 5 mana and doesnt win the game. Modern is a turn 4 format in terms of when you want to be ahead and turn 5 Ral then they leave it alone for multiple turns isnt gonna happen.
You need to be playing 4 Lightning Bolt. Manamorphose. Thought Scour. Pheonix. Dreadhorde if you are playing dreadhorde, Opt, Serum Visions, Merchant. Personally I would then run 2 Lava Dart and some Izzet charms. Gut Shot and Lava Axe sometimes see play as 1-2 ofs. Surgical Extraction is one of the best cards you can play in the deck as a free spell, information, disruption and hate. So get some of those. Finale of Promise as a 1-2 of reads "return all pheonixes from your gy and cast a spell"
Ideally you wanna play 14 bodies max with 4 of them being Merchant, 4 Pheonix. From there I would consider Thing in the Ice Flip and Magmatic Channeler as a board wipe and a beatstick/CA card. Stormwing might be OK but its UU which taxes the mana base a little bit more.
For sideboard, Abrade is removal and artifact hate. Mystical Dispute is solid anti-Uro cards. Stopping that first Uro really helps prevent snowballs. If you had a stronger 2c mana base Blood Moon could really help. Dragon's Claw versus burn and aggro and scapeshift is a solid plan as you can get out of death range. Flusterstorm versus combo is quite nice and has added utility with your flurry of spells. Chandra, Torch of Defiance comes in and grinds the game out when your opponent goes to drop GY hate versus you, as can Jace, the Mind Sculptor. Surgical Extraction is once again great and if you run 2-3 copies main deck run the extra copies here. Card is great.
4 weeks ago
Hey there! Here are some cards you may want to consider:
1 month ago
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.
1 month ago
phastings1982 We can target ourselves with Brain Freeze to dig deeper into our deck which is valueable. Also, it has storm which makes it counterable by only Flusterstorm. So in both these regards, Brain Freeze seems to be the better pick!
jaymc1130 Hehe sorry for not responding! Fierce Guardianship is an obvious powerhouse in this deck! It's simply amazing. I've also included Lithoform Engine along with many other new additions to my personal list. Will update soon :)
1 month ago
unwucht, what do you have in mind? I figured at some point this would would come up again, but do we need a small counter package, such as: Fierce Guardianship, Force of Will, Force of Negation, Pact of Negation, Flusterstorm. Removal piece like Aura Shards can be added in again.
1 month ago
So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.
For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.
As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.
You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.
Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.
Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)
1 month ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.