Starstorm deals X damage to each creature.
Cycling (, Discard this card: Draw a card.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
3 weeks ago
All of the damage board based borad wipes Starstorm, Blasphemous Act and Star of Extinction are here for two reasons. One just to be using some of that red mana that's laying around, and two for extra damage for Stuffy Doll and Brash Taunter
3 weeks ago
I made this deck a while ago, it's nether competitive nor maybe even good idk. It theme is have all indestructible creatures than using non-bounce, non-exile, non -1/-1 and non-sacrifice board wipes to be the only one left on the field with creatures. Worldslayer was the inspiration for this deck since i never see it used was a way to make useable somehow and than why not add more Nukes? I could use some tinkering i think any ideas to make it for fun?
Link Board state getting you down? Try Nukes! not a great name but ehh
Boards wipes atm
Starstorm, Myojin of Cleansing Fire, Novablast Wurm, Blasphemous Act, Duneblast, End Hostilities, Kirtar's Wrath, Martial Coup, Star of Extinction, Sublime Exhalation, Supreme Verdict, Wrath of God, Worldslayer and my commander Child of Alara
1 month ago
Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.
4 months ago
I was looking around for a deck to build that uses Shark Typhoon because I keep finding them in the packs I buy. I came across yours and I like the idea of using Unpredictable Cyclone in conjunction with it. It allows you to cheat out more expensive spells pretty effectively, while still creating a shark army. On that note, I would completely revamp the spells you have chosen, aside from Neutralize and Boon of the Wish-Giver , because they need to have cycling to trigger this awesome effect. I do really like Narset of the Ancient Way for this deck. I would remove Teferi, Time Raveler unless you decide to use more sorceries, like Essence Fracture .
- Zenith Flare will be the first obvious choice. It refers to cycling and grows in power rapidly as you cycle things, however it will only grow until the first Unpredictable Cyclone drops, so I am not sure.
- Rescind would be a solid choice, especially if you are running some counterspells.
- Complicate and/or Countervailing Winds seem like some decent choices if you want more counterspells.
- Sweltering Suns and/or Starstorm could replace the damage classic Shock .
- Cast Out could almost directly replace Banishing Light with a cycling equivalent.
- Lay Claim to steal the best of your opponent's forces.
- Astral Slide and/or Astral Drift might be useful, depending on the deck you end up with.
In any case, I love the basic concept and enjoyed trying to think about some synergy for it.
6 months ago
Depends how much you cast it for on average. For instance, I usually count Starstorm and its ilk as 6 CMC--as many creatures sit at 4=> toughness in commander, and that's ergo what I usually play it for.
7 months ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.
8 months ago
8 months ago
Im a big fan of mono red and dragons.
If you want another war-room type effect, Bonders' Enclave is playable for you.
Also have you considered going even heavier into ramp? I like at least 10 ramp cards per deck.
Would you consider Starstorm over pyroclasm?
Cathartic Reunion is another good looting card.
You could consider running feldon or Mimic Vat to help you get additional value from dragons after they die. Have fun!