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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
1 month ago
Love the deck, thanks for sharing.
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.
1 month 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!
10 months 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.
1 year ago
1 year ago
1 year ago
Nest Invader , Hunger of the Howlpack , Elephant Guide , Confront the Unknown , Thraben Inspector , Gingerbread Cabin , Scatter the Seeds , Sprout Swarm , Bloodbriar , Wavesifter , Shadow Rift , Fungal Infection , Khalni Garden
1 year ago
1 year ago
Hey, nice budget upgrades for the precon. Kalamax is sure fun when playing him with combos in mind.
You cut Twinning Staff from your upgrade? Staff is very good with Kalamax because Kalamax's copy ability triggers it. Staff is busted with Kalamax and a Fork such as Reverberate which is a great upgrade you've made. Kalamax + Reverberate puts infinite counters on Kalamax and if you copied an opponent's spell first such as Cultivate with Reverberate then you can resolve two copies of Cultivate. Adding Twinning Staff takes this interaction to whole other level because you can make as many copies of Cultivate as you want even infinite copies and resolve them.
Twinning Staff has interaction with Narset's Reversal which is another great upgrade you've made. With Staff each time Reversal is copied it makes two more copies and these copies can copy each other on the stack to put infinite counters on Kalamax. Just Reversal + Kalamax is very powerful, but this interaction can't put infinite counters on Kalamax only three counters. It's not infinite with Reversal unless you can make another copy of a copy of Reversal. Staff makes additional copies of Reversal.
Soul's Fire is a good budget win condition after getting infinite counters on Kalamax because it will infinite burn two opponents. With Twinning Staff copying Fire after Kalamax copies it you can infinite burn three different opponents.
Expansion / Explosion is another budget Fork. Consider cutting a few creatures and enchantments to add these three cards?
Kalamax can take real advantage of instant Forks and also just as much with low CMC instants that draw.
- Brainstorm : draw four new cards for one mana.
- Impulse : look at the top eight cards of your library and put two them into your hand.
- Thrill of Possibility : draw four cards for two mana.
- Shadow Rift : make Kalamax unblockable and draw two cards for one mana.
These instants help to keep your hand full of instants to have more of them to cast on your opponent's turns. Consider cutting a few creatures and enchantments to add these draw spells?
Good luck with your deck.