Starstorm

Starstorm

Instant

Starstorm deals X damage to each creature.

Cycling (, Discard this card: Draw a card.)

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Starstorm Discussion

Omniscience_is_life on Counting X CMC

1 month 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.

Phyrexian11 on God of Thunder and Love

2 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.

ADD:

  • 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.)

  • Arcane Signet (You have Fire Diamond , but not Arcane Signet?)

  • 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.)

  • Sword of Sinew and Steel / Sword of War and Peace (You have Sword of Fire and Ice , so why not have more of the red ones?)

  • 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.)

Subtract:

  • Ignite the Future (It's too expensive for what it does. You can better spend the mana on a Chandra, Torch of Defiance or something. Yeah, it's kind of card draw, but you can do better.)

  • 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.)

  • Fire Diamond (Replace this with Arcane Signet . It's just better.)

  • 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 .)

  • Hanweir Battlements  Flip (Same reason for the colorless mana, and I don't really see many reasons other than, maybe 2 creatures for the need for haste, but it's not a necessity to be removed.)

  • 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.

Grind on Marath tokens + counters

2 months ago

Cool deck!!
I would run any of Decimate , Starstorm , Rout , or Wrath of God instead of savage twister.

Grind on The queen of Dragons

3 months ago

Sweet deck!!
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!

BrandonH45 on

5 months ago

How to Play:

Early game (Turns 1-4):

  1. Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.

  2. Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.

  3. Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!

Mid-Game (5-12):

  1. Create all the tokens!

  2. You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.

Late Game (+13):

  1. Purphoros, God of the Forge probably died once or something. Just keep building up your control, draw, Purphoros, God of the Forge comes out again, and continue to create more tokens.

  2. Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.

  3. Very powerful attacks with Chandra's Spitfire (especially if it's a multiplayer game) with Purphoros, God of the Forge and Hellrider ETB triggers

Control/Drawing:

-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck

-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.

-Chaos Warp

-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.

-Reforge the Soul

-Valakut Awakening  Flip

-Magus of the Wheel

-Defense Grid: Making your opponent pay more mana in order to play out of turn.

-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.

-Meekstone: Inhibits larger creatures from attacking.

-Vandalblast

-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.

Destruction:

None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable

-Nevinyrral's Disk

-Goblin Sharpshooter+Basilisk Collar

-Jokulhaups (try to get Norin the Wary out with Purphoros, God of the Forge before playing)

-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.

-Starstorm

-Vandalblast

Extra Synergy:

Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!

-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason

-Panharmonicon: Makes your ETB triggers activate a 2nd time

-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.

-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!

Infinite Combo / Win Conditions:

-Kiki-Jiki, Mirror Breaker+Zealous Conscripts: Kiki-Jiki, Mirror Breaker makes a copy of the Zealous Conscripts which untaps Kiki-Jiki, Mirror Breaker to make another copy of Zealous Conscripts...

-Zealous Conscripts+Twinflame: Tap Conscripts to make a copy of itself and tap the next Conscript and make a copy and Tap that one...

-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...

-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.

-Ashnod's Altar+Nim Deathmantle+ETB creature with at least one token: infinite ETB triggers, and if the ETB creature produces more than one, you also have infinite mana!

-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.

-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.

mitcho78 on Geralt of Rivia

6 months ago

protection Hammer of Nazahn Darksteel Plate Shield of the Oversoul Indestructibility Timely Ward Bastion Protector Boros Charm Heroic Intervention Valorous Stance Inspiring Call Flawless Maneuver Deflecting Swat

wipe boad and boost yourself Subterranean Tremors Storm's Wrath Deafening Clarion Hammerfist Giant Fault Line Warmonger Starstorm Scourge of Kher Ridges Pyrohemia Chain Reaction Ryusei, the Falling Star Lavabrink Floodgates Into the Maw of Hell Shivan Meteor Star of Extinction Blasphemous Act Volcanic Offering

other fun card Coalhauler Swine

fighting for exemple Titanic Brawl Dromoka's Command Khalni Ambush  Flip Inscription of Abundance Ulvenwald Tracker

redirection Spitemare Boros Reckoner Rite of Passage Pariah's Shield Pariah

same effect Vigor Retaliator Griffin The Ozolith Phytohydra

get back monarch Soltari Visionary Zealot il-Vec Loyal Apprentice Lieutenant Kirtar Selfless Spirit Blinkmoth Nexus and all flying creature Academy Raider Haunted Cloak Shadowspear get trample Captain's Hook Cobbled Wings Pyreheart Wolf Trailblazer's Boots Frontier Warmonger Court of Ire Regal Behemoth and creature with trigger

boost and finish Pathbreaker Ibex Thunderfoot Baloth

become huge Inquisitor's Flail Solidarity of Heroes Hydra's Growth Invigorating Surge Furnace of Rath Kalonian Hydra Duelist's Heritage on yours creatures and on a creature attacking you

Block more or become blocked Bloodthirsty Blade and all goad Nemesis Mask Lure Brave the Sands can block 2 creatures with your commander Entangler Goblin Diplomats

juste some exemple, make a choice now :)

Spell_Slam on Chandra Tribal (Everyone's Here!)

8 months ago

The Chain Veil is not just for Liliana! You could make great use of it here.

Gamble is a pretty decent tutor. Most of the time.

Crawlspace seems pretty important for saving you and your Chandras from being overwhelmed. There's also Smoke that can be pretty effective.

Why play Twist Allegiance when you could play Insurrection for just 1 more mana and win the game?

Braid of Fire doesn't do very much for you. The mana disappears after your Upkeep phase, so you can only use it for instants and activated abilities. You have a few uses, but overall it seems pretty limited.

You could use a lot more board wipes. Earthquake, Breath of Darigaaz, Fault Line, Rolling Earthquake, Starstorm, Subterranean Tremors, Blasphemous Act... Take your pick! These also play well with damage doublers and Repercussion. I would take out some of your targeted removal for it. Even Lightning Bolt doesn't stack well in multiplayer.

There's definitely better card draw out there than Wild Guess. If you don't want to shill out for Wheel of Fortune, there are fine subsitutes out there. There's also Outpost Siege, Bedlam Reveler or if you want to stay cheap, there's also Light Up the Stage.

griffstick on "Menace" to Society

9 months ago

Well swarm isn't a problem because all the board sweepers are gonna take care of that. Cards like Pyrohemia, Powerstone Minefield, Lightmine Field these are to much to handle for any token or goblin deck. Plus theres Blasphemous Act, Mizzium Mortars, Arcbond, Magmaquake, Starstorm, and Fault Line. Unless the swarm is flying you'll be alright. If aristocrats is the problem add a lil bit more graveyard hate. Graveyard decks are some of the strongest decks in edh.

The cards I've been looking at, are the ones in the maybe board. I updated it today.

Oh and I strongly recommend Grenzo, Havoc Raiser

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