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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Storm of Saruman
Enchantment
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
VladMarkov on
First
7 months ago
I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile.
You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor.
The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.
Must have: Path to Exile, Cyclonic Rift
Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash
Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,
Azoth2099 on
Mono Blue Bouncers
2 years ago
I would honestly cut some of those chunky 7-drops like Agent of Treachery or Diluvian Primordial along with Storm of Saruman since you're not able to cheat them into play somehow, and they aren't combo pieces (as far as I can see, that is) like Palinchron or Great Whale. You may also wanna consider a few more Tutors like Mystical Tutor & Solve the Equation since you're running a few creatures that can grab them from your graveyard. These are the things that make a deck consistent and win you games!
Also, have you considered Cloudstone Curio here?
Feeziks on
Mono Blue Bouncers
2 years ago
I like Spellseeker and Virtue of Knowledge thanks for the tips there, I think I would cut Storm of Saruman for one, kind of between Circuit Mender or Man-o'-War for the other cut
