Shadow Rift

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Shadow Rift

Instant

Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Draw a card.

DreadKhan on Chun - li countless tokens

3 months ago

I think when you put Nexus of Fate in the graveyard their will be a replacement effect that shuffles it back in your library, so I don't think Chun-Li can exile it. The way I like to use Nexus of Fate in Chun-Li is to exile Mystical Tutor, which can find Nexus each turn for only U, but you'll still need to draw a card. You build up total mana by using cheaper extra turns spells that are one-and-done, once you've got Nexus going you should be able to take over. From testing the biggest issue is generating enough mana to go off, but I think you can technically get by with only 7 mana total, but you only have so many turns to find the lands needed to get you to 9 mana, which is the minimum iirc you can start looping Nexus (and have a way to draw it after tutoring). Azoth2099 I definitely have had to reread cards a bajillion times while trying to build Chun-Li, not only is she confusing but she also likes a lot of pretty confusing cards!

Since I always want Chun-Li to survive attacking I like Shadow Rift an awful lot, IMHO it's one of the better cards you can use with her. Leap is a nice backup option. If you are the kind of deck that can end up with a pretty full graveyard pretty easily I think Visions of Beyond can be pretty useful, at least it cares about all graveyards, drawing 3 for U is pretty sweet.

multimedia on Kalamax Instants

1 year ago

Hey, nice upgrades to the precon on a budget.

With Kalamax I find that instants that can give him evasion while also draw a card are excellent. It's the draw that's makes 1 mana and 2 mana spells like this busted with Kalamax. Kalamax is a great attacker to do real Commander damage if he has evasion.

Kalamax is a mana hungry Commander because to take advantage of his abilities you want to cast an instant on each player's turn and to do this consistently requires having a lot of mana. Consider more ramp?

Relic of Legends is ramp and a source to tap Kalamax that makes mana. Storm-Kiln Artist is more magecraft, ramp with treasures. Roiling Regrowth is like Harrow except the basic lands ETB tapped. From the precon Haldan, Avid Arcanist + Pako, Arcane Retriever aren't needed, they belong in their own deck, with their own strategies.

Three, four or five color Precon manabases are subpar with too many basic lands which makes color fixing from lands quite poor. On a budget there's several land upgrades to consider, replacing not just some basic lands, but other lands that always ETB tapped for lands that don't?

Holdout Settlement and Survivors' Encampment can tap Kalamax to make mana. This is important since relying only on tapping Kalamax because you attacked can be problematic because what if Kalamax can't attack?

Good luck with your deck.

zap1000x on Magecrafter Nephilim

1 year ago

Love the deck, thanks for sharing.

How are Leap, Cloak of Feathers, and Shadow Rift working out for you? I found they generally ended with me in the same state I was (since everything could block, same as before).

Silence is a good idea I hadn't considered. I might reconfigure some things to make room for it. I can see it allowing for a late-game recovery.

If you want, you can browse my Ink-Treader deck, I've put all the cards I've considered in the Maybe-board. Might be some new ideas.

gagnonov on The Secret Art of Nin Nin

1 year ago
Out: Infiltrate. In: Slip Through Space same effect but replaces itself (though I prefer to just play more ninjas than unblockable spells!)

There's also Shadow Rift if you'd rather keep the instant speed!

multimedia on Spellweaver: The Deck

2 years ago

Hey, you're welcome, thanks for all the upvotes at my decks. Well done with changes so far, but you still didn't add Tower, haha. Good job trimming the creatures and nice Guardianship :)

If you're playing casually, not trying to win the game quickly then in my opinion more lands is better than less lands. Missing a land drop when you're expecting the game to go long is not something you want to have to worry about. Ramp sources are the sorcery speed cards you want to cast more than others since they help you to have mana to cast instants on your opponents turns. Sorcery speed ramp sources with Spellslinger are more important than using that same mana to cast a creature. When instant ramp is available it can replace a creature since then you're ramping at instant speed instead of sorcery speed.

Solemn Simulacrum is a fine card for most decks, but Unexpected Windfall is better ramp/draw with Spellslinger simply because it's an instant that also draws cards right away. Pteramander isn't doing anything until much later in the game, if ever. It would be better if Pteramander was another two drop mana rock such as Fellwar Stone. There's lots of four drops here and Crackling Drake is the least good of them simply because it's just a flying beater who you don't really need. Replacing Crackling with another instant that gives you some card selection and a card such as Impulse would do more.

You've added Young Pyromancer which is good especially for blockers because the tokens are created by you casting instants not creatures. Saheeli, Sublime Artificer is another blocker creator and the tokens she creates are artifacts which has excellent interaction with Galazeth Prismari.


Interacting with opponents by casting a spell or spells during their turns is what Spellslinger is all about. Instant draw are the cards that keep you engaged on each players turn with cards in hand to potentially interact at instant speed with an opponent. If you think a creature is filler such as Academy Drake and Skyclave Sentinel, instead of playing them play more instant draw spells such as Brainstorm and Thrill of Possibility.

Burn spells such as Flame Spill that have only one target, a creature, are much less impactful in Commander because you have multiple opponents who are going to have many different kinds of permanents, not just creatures. Versatility is important to have with instants if you're strategy is to interact with your opponent on their turns. Chaos Warp is an example of an instant speed removal spell that is an upgrade for Flame Spill because Warp removes (tucks) any permanent you target. Into the Roil is another example of a versatile removal spell.

In my last comment I mentioned to streamline the creatures and you can do the same thing with instants. Flame Spill is an example of an instant that's not needed because you have other burn spells that are better such as Lightning Bolt and Lightning Strike because they can target any target not just a creature. Draw spells don't really need to be streamlined since they draw cards which theoretically helps you to draw into more impactful cards, they trigger Niv and chaining draw spells also gives you a big advantage with magecraft.


I haven't played Veyran, Voice of Duality as Commander yet, only as a card in the 99, but Spellslinger would be much different with her as Commander. Sorceries are just as important as instants with Veyran because you want to pump her on your turn to attack. Lethal Commander damage is possible and should be a strategy for winning with Veyran, but you can only get to enough power with Veyran to do lethal Commander damage by casting instants and sorceries on your turn, not on opponent turns. One drops spells that draw a card while giving Veyran evasion such as Shadow Rift, Leap, Crash Through, Slip Through Space and Expedite are good for Spellslinger with Veyran as Commander, but these same cards are not needed with Spellslinger when Niv is Commander.

You technically need less lands and ramp with Veyran as Commander than Niv because she's less mana to cast and low CMC instants/sorceries are priority cards to play to pump her. With Veyran you would also want less creatures and unlike Niv she's only a three drop who can be cast much earlier in the game. Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Dualcaster Mage, Young Pyromancer are the kind of creatures you want with Veyran as Commander. Once you get her on the battlefield you want to spend your mana on spells that interact with her or protect her. Since she can be cast early then it doesn't leave many turns to worry about casting other creatures.

Asmoeus on Veyran, Voice of Cantrips

2 years ago

Changes: 09/24/2021

Removed Ral, Caller of Storms for Harmonic Prodigy

Removed Leap for Shadow Rift

Removed Swarm Intelligence for Expansion / Explosion - Trying to lower the curve

Asmoeus on Veyran, Voice of Cantrips

2 years ago

Flood of Tears to replace Cyclonic Rift - budget replacement.

Impulse instead of Jeska's Will - budget replacement.

Leap vs. Shadow Rift

Reality Shift vs. Expansion / Explosion

Highland Lake instead of Steam Vents - budget replacement

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