Past in Flames
Each instant and sorcery card in your graveyard gains flashback until end of turn. The Flashback cost is equal to its mana cost.
Flashback (You may cast this cardfrom your graveyard for its flashback cost. Then exile it.)
|Have (2)||metalmagic ,|
|Want (3)||Tocqy1 , sedhyran72 , Streyken|
Printings View all
|Signature Spellbook: Chandra (SS3)||Mythic Rare|
|Modern Masters 2017 Edition (MM3)||Mythic Rare|
|Commander 2016 (C16)||Mythic Rare|
|Innistrad (ISD)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Past in Flames Discussion
3 days ago
Not at all practical, but Worst Fears =)
Past in Flames and other flashback cards/flashback granters give you another chance to recur your spells
3 weeks ago
Lowenstein, Not a lot tbh. Again, this isn't set in stone, but in my testing I found it very difficult to cast Past in Flames and the Sea Gate Stormcaller combo in the same turn. That's a lot of mana.
Sea Gate Stormcaller is strangely potent but its not required. The one thing it does well is make it a bit easier to storm off early and all but ends the game if you are storming off already. I noticed in your Twiddle list you weren't using Vizier of Tumbling Sands unlike Twiddle lists of old, as that's what the comparison is made to. Simply put, imo, there is no reason to run Vizier of Tumbling Sands anymore as Sea Gate Stormcaller is more explosive.
Otherwise, nah not a whole lot going on for Twiddle nation. I just traded some pieces out of my old list and this is the result. I wish I could give you results but I still cannot play paper yet and with the recent spike in cases around my area, I'm honestly not sure when I will be able to.
3 weeks ago
I agree with your cuts as well, Hidden Strings does net you mana,which is something that the deck really likes, but it is very situational as well.
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.
1 month ago
Also, another reason I don't like Past in Flames -
Past in Flames: Only instant and sorcery cards in your graveyard when Past in Flames resolves will gain flashback. Instant and sorcery cards that are put into your graveyard later in the turn, including the resolving Past in Flames, won't gain flashback.
1 month ago
I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.
As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.
Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.
Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.
tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.
1 month ago
Hi! I have this deck in paper and I love playing it. How is Sea Gate Stormcaller going for you? It seems very interesting to me.
1 month ago
How many devil tokens does Zurzoth, Chaos Rider usually end up making for you? Does Hanweir Garrison usually get through enough to consistently make tokens? Are Past in Flames and Shreds of Sanity usually dead draws for you? Do you usually find that you have enough mana to grind out some cards with Subira, Tulzidi Caravanner? What are your thoughts on 0-cost creatures like Kobolds of Kher Keep? What does Goblin Matron usually tutor for? Does Krenko, Mob Boss usually survive long enough to tap? Is Empty the Warrens usually better than Beetleback Chief? Do either of the Nehebs usually end up connecting?