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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Peer Through Depths
Instant — Arcane
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
jdogz32 on Anew Polymorph Deck
1 year ago
I'd keep at least 2-3 copies of See Beyond it still serves a purpose and is nice if you have one you don't have to mulligan. I'd honestly tell you to pick Blightsteel Colossus because he can end the game with a single attack. I run white in my deck and it's stocked full of counterspells because people love to kill the creatures you target with cards like Lightning Bolt which in your case is a loss of a land which is why Hard Evidence is so nice because it's alot harder to target a clue token. I also would recommend Peer Through Depths as an easy way to either grab Polymorph or Shape Anew I hope this helps.
stevezsiga on Arbiter of Your Mom
1 year ago
Thinking about -1 Peer Through Depths for +1 Inevitable Betrayal. This could also add benefit to Tolaria West if you have it in your opening hand or within the first 3 turns.
FireMind42 on Hoax Storm v2
1 year ago
sylvannos Oh my god thank you so much! Sorry for the late response, but I really appreciate all the advice. Paradoxical Outcome is absolutely insane now that you mention the Mox synergy, and I have no idea how I missed Tinker in my original deck building phase.
As for your other suggestions, there are two elements of the deck I want to maintain which I forgot mention in the original post.
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I want to keep the deck U/R because when I started playing in RTR I was obsessed with the Izzet. In Highschool I had the chance to draft MM13 for a friend's b-day, and after getting passed multiple copies of Gifts Ungiven,Grapeshot,Peer Through Depths, and Manamorphose, I managed to Grapeshot for lethal in nearly every single game. That was when I fell in love with Magic, and I thought Storm was just the coolest archetype because it fully embodies the absolute chaos that is U/R.
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As for Thassa's Oracle, I have never really liked "you win the game cards," and I prefer to win with damage for flavor reasons. I love the feeling of counting up Storm count before casting lethal, and imagining I am a Planeswalker wielding fire and lightning to blast my opponent to dust (lol). Plus, cards that just end the game immediately tend to make opponents more frustrated than if they were killed by damage. Although that is just my experience haha
I will be experimenting with this build and I am already thinking of ways I can use your recommendations, I've always been a very casual player but I have a big interest in competitive magic so thanks again for the advice. I will be back soon for some more tips! :)
Thanks for the warm welcome, I am VERY excited to be playing such a complex format!
-Ya boi
FireMind
seshiro_of_the_orochi on
3 years ago
I know The Unspeakable is a terrible card, but it plus Reach Through Mists , Peer Through Depths and Sift Through Sands are just too perfect to not at least consider them. Pretty great with Firemind's Insight. You would have to remove Zirda as a companion, though. Also, if I recall correctly how splice works, Thousand-Year Storm should be pretty insane.
JW398 on Twiddle Storm - The Worst Oiled Machine
4 years ago
Reason I opted out of Peer Through Depths simply due the attempt to optimize for draw/mana ratios. Peer is fine but if you bring back Sea Gate Stormcaller, even being able to draw 2 and untap twice is big for 4 mana. It's simply a trade off as Peer Through Depths isn't as great when combined with Sea Gate Stormcaller but its also better than Reach Through Mists when you compare them on their own. I went all in on the Sea Gate Stormcaller reliance on this list, hence why I didn't want to cut it after I was disappointed in it. Alas if I'm going all in, might as well do it my way.
That and I wanted room for Pact of Negations and some versatility main board in Echoing Truth/Eye of Nowhere
Also I should preface but the local paper meta, when I get back to it, is going to be at least Jund, Az. Control, Tron & 8-rack.
Also apologies, I'm not the best at explaining things in a cohesive manner so I appreciate your patience
Lowenstein on Twiddle Storm - The Worst Oiled Machine
4 years ago
Gotcha, makes sense. I've been able to play some in person and some FNMs over Discord too. But, I am happy to know there is another passionate Twiddle Stormer out there still! XD
For discussion's sake, I agree with Stormcaller over Vizier. I had decided not to build with Vizier, though, because I decided I wanted 4 Twiddle and 4 Dream's Grip and room for Peer Through Depths as well. I also wanted to ask, why do you like Reach Through Mists over Peer, noticing that you no longer run any of the ladder.
JW398 on Twiddle Storm - The Worst Oiled Machine
4 years 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.
Game 2, I always side out Underworld Breach for Aria of Flame and Sea Gate Stormcaller for counterspells / Echoing Truth.
tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.
Wizard_of_the_Broke on Dig for Fire 2.0 (Twiddle Storm)
4 years ago
Lowenstein - I honestly have only been able to use Halimar Depths if it's in my opening hand, in which case it's very good, because I'm not really doing much but setting up my hand anyway in the early turns, and it's nice to be able to set up natural draws or a cantrip draw, and it helps inform which cantrip is best at a given juncture. But I probably would never want more than 1. Evermind is weird. It's a nice thing to have in hand as an insurance policy to avoid fizzling by assuring a lot of draw power, let's me take an extra draw if I see something with Serum Visions I don't want to chuck to Sleight of Hand, and as long as you're making plenty of mana through Psychic Puppetry, the high cost just isn't relevant that often, but the extra draws are. I still haven't gotten when to use Evermind down to a science though, and have certainly spent mana on it when it probably wasn't needed, and have been hesitant to use it, then fizzled. I am thinking of splitting between Tolaria West and Sylvan Scrying though. Tolaria's speed is too often an issue, and forces me to survive by Twiddling opposing creatures more than I'd like. I also think Sylvan Scrying would make Peer Through Depths a lot more useful for setting up early, and would probably run it as a 4-of with Scrying in the mix.
Just made some updates to test.