Copy target instant or sorcery spell. You may choose new targets for the copy.
|Want (2)||evallard13 , valkerye|
Combos Browse all
- Fling + Reverberate
- Fireblast + Reverberate
- Howl of the Horde + Reverberate
- Bonus Round + Reverberate
- Izzet Guildmage + Reverberate
- Dualcaster Mage + Reverberate
- Increasing Vengeance + Ral, Storm Conduit + Reverberate
- Lightning Bolt + Reverberate
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
2 weeks ago
Step 1: Cast Worldfire.
Off-color options: Basilica Guards, Basilica Screecher, Blind Obedience, Crypt Ghast, Kingpin's Pet, Syndic of Tithes, Thrull Parasite, Tithe Drinker, Witherbloom Apprentice, Refuse / Cooperate, Insidious Will, Narset's Reversal, Twincast, Naru Meha, Master Wizard.
(This is by no means an exhaustive list, it just happens to be the best mana-cost effective cards I could find.)
3 weeks ago
Some more thoughts on this topic: It seems WotC wants to increase the amount of options a "magecraft" (spell-copying) deck has, but they also want to guide these decks towards copying their own spells, rather than opponents' spells. I get the impression that older, more powerful spell-copiers, like Reverberate, are the "skeleton" of a magecraft deck, and now WotC is finally printing some meat to go on those bones. They're fleshing out the archetype, while trying to keep it from becoming too powerful, and also while trying to avoid printing new "must-have," format-warping cards.
I wouldn't be surprised if we see some old-school Reverberate effects again in the future, but at a higher CMC, and very infrequently compared to the new style of magecraft cards.
I'm not sure if this really adds anything to the conversation, but it is interesting to me, and has been on my mind since this thread started.
3 weeks ago
3 weeks ago
In the past, cards that copied instants or sorceries would read "copy target instant or sorcery spell" (i.e., Twincast or Reverberate), but, recently, WotC has been printing cards that instead read "when you cast your next instant or sorcery spell this turn, copy that spell" (i.e., Teach by Example, Repeated Reverberation, or the new galvanic iteration), which may not seem to be a major difference, but it is, because, with the first method, a player could cast a spell and then cast the copier, but, with the second method, a player must first cast the copier and then cast the spell to be copied, and I do not like that, as it seems to be a pointless change.
What does everyone else say about this? Why is WotC changing how copying spells works?
4 weeks ago
Hey, nice to see another well built budget Kalamax deck. You have really good card sense on a budget and you understand you want instants with Kalamax. Rod of Absorption is interesting tech, haven't seen it yet with Kalamax.
Unfortunately, when talking about power level (PL) you should include the manabase, lands also matter. The manabase here is not above PL 5, it's casual. My budget Kalamax deck has a much more expensive price manabase and I'm calling my deck PL 6 and casual. I'm not playing Shock lands, but I am playing two Bond lands, three Pain lands, three Filter lands and two Check lands.
To get beyond PL 6 with the manabase you want Shock lands and Bond lands. Beyond PL 7 you want the expensive price Fetch lands or Rainbow lands: City, Confluence. Into PL 8 territory you want Fetch lands. Beyond that to you need ABUR Duals. What I'm saying is you have to be able to afford these lands if you want a high PL for your deck.
29 lands is low amount with a casual manabase because you don't have enough color fixing because you don't have enough lands. Color fixing is really important with Kalamax because of the difficult color requirements needed to cast the most important spells: for Narset's Reversal and for Reverberate.
From lands here only 13 sources of blue is not enough when it's the primary color and most important color with Kalamax for draw and Reversal. You want at least 20 sources of blue without help from nonland mana sources. You have essentially cut lands in favor of more blue draw spells, but you didn't increase the amount of blue sources in the manabase to account for having more blue spells. You're relying on red more than blue for combos, Ral and Ignition, but only 14 sources of red is low amount to be able to consistently make or more.
- Holdout Settlement --> Grab the Reins
- Survivors' Encampment --> Refuse / Cooperate
- Path of Ancestry --> Channeled Force
- Shivan Reef --> Repeated Reverberation
By making these cuts you add three more lands that can make any color of mana, four more blue sources for 33 lands instead of 29. It's not that the cards I'm suggesting to cut are bad they're just not as good for the mana cost as other cards here. Settlement and Encampment are helpful budget rainbow lands with Kalamax as sources to tap him when he can't attack, you don't want to attack or you need to make a color of mana your lands can't. Crop Rotation can tutor for one these lands or even both which makes them among the better sources that can tap Kalamax.
Archmage and Artist are amazing budget four drops with Kalamax because of magecraft. They have all the interaction when casting instants or copying spells which is the entire game plan of Kalamax. Archmage can draw a ton of cards which can help to draw lands and Artist can create a ton of treasures for ramp/color fixing. Artist is very helpful with Kalamax creating at least two treasures just by casting your first instant on a turn. Making at least two treasures lets you abuse Narset's Reversal with Kalamax, cast it on each opponent's turn.
Artist also goes infinite mana of any colors when you combo with a Fork and that's helpful to have mana to cast counters/other protection to win. Archmage also goes infinite with Fork combos, but you can control how many copies of the Fork you make thus don't go infinite otherwise you'll draw the rest of your library and lose the game drawing from an empty library.
I offer more advice if you would like. Good luck with your deck.
1 month ago
Note that copying Repeated Reverberation with Reverberate is the same as casting Repeated Reverberation, then immediately casting a second one before it resolves (maybe you have a Hypersonic Dragon. If instead you cast Repeated Reverberation, let it resolve, and then cast a second one, you'll end up with 2 copies of Repeated Reverberation in addition to the real one, meaning the next instant or sorcery you cast will be copied six times (2+2+2).
1 month ago
If a player casts Repeated Reverberation and then copies it (such as with Reverberate, for example), will that have the same effect as casting two copies of Repeated Reverberation? How many time will the next instant or sorcery spell that they cast be copied?
2 months ago
Most of the interactions you're asking about are replacement effects, so let's give those a quick run-down first. A replacement effect is written "if X, Y instead." In this case, you'll see these on Embermaw Hellion , Fiery Emancipation , and a secret one on Firesong and Sunspeaker , since lifelink replaces "dealing damage" with "dealing damage and gaining life." Replacement effects don't use the stack, and when they apply to an event you can think of them rewriting the event: This thing with lifelink deals damage (actually, it deals damage and you gain life).
So, with that out of the way, on to your question. You unattach Sunforger to cast Lightning Helix . Then you Reverberate it, so after Reverberate resolves you have two Lightning Helixes ready to resolve. When the copy resolves, it first tries to deal damage, and all three replacement effects apply. Since you control them all, you can apply them in any order you want. Lifelink can go anywhere in the order, since it's not changing any relevant numbers.
Mathematically, it's advantageous to add the 1 damage from Embermaw Hellion and then triple the damage with Fiery Emancipation, so if you apply them like that, the event now reads like this: Lightning Helix deals 3 (Embermaw Hellion: actually 4) (Fiery Emancipation: actually 12) damage (lifelink: actually 12 damage and 12 lifegain). It deals the 12 damage and you gain 12 life, then you do the second effect of Lightning Helix and gain another 3 life.
The original Lightning Helix's resolution goes the same way, so you end up dealing 24 damage and gaining 30 life. If you have other abilities that trigger when you deal damage or gain life, they'll see you dealing 12 damage twice and gaining 12 life, then 3 life, then 12 life, then 3 life (so Heliod, Sun-Crowned would trigger four times total to put a +1/+1 counter on something).