Thousand-Year Storm

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Thousand-Year Storm

Enchantment

Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.

Dete on Kess EDH

1 month ago
Young Pyromancer => Sedgemoor Witch si es q poni chain of smog obvio

Jace's Sanctum ya teni otros 3 q hacen reduccion, hasta sacaria 1 mas

Thousand-Year Storm real es la raja pero demasiado setup, mejor poner Bonus Round

Mana Geyser/Jeska's Will muy pocas cosas con rojo

muchas weas muchas weas, lo intente ordenar lo mejor posible y probalemente se puedan sacar hasrtas cartas mas

Fritzn on Increasing Vengeance Getting Copied

2 months ago

how it was cast is not a copiable value, so no, a copy would not create 2 copies.

something else to keep in mind is Increasing Vengeance cannot copy itself. you need something else to create a copy of it: have Thousand-Year Storm on the field, cast Shock, hold priority, cast Increasing Vengeance targeting Shock, Storm will create a copy of Vengeance and since it specifies you can choose new targets, you create a copy of it that targets the original increasing vengeance, and from there I believe you can go infinite, if your opponent doesn't stop you some way.

Sheld on I cast at thee

4 months ago

Hey! You've given a suggestion on one of my decks, so I've thought I could return the favor. :)

I'm not sure how casual/competitive this deck is aimed to be, so I will give suggestions for both.

For a more competitive deck, I'd suggest:

The first three help you create disgusting solitaire turns while the last one may be the easiest win with Mizzix there is.

For a more casual deck, I'd suggest:

General card suggestions:

Mizzix's Mastery, Epic Experiment, Chaos Warp, Commit / Memory, Volcanic Vision, Invert / Invent, Prophetic Bolt, Frantic Search, Pore Over the Pages, Rewind, Solve the Equation and once again Bonus Round (this card is seriously good)

Also, I invite you to have a look at my old Mizzix deck and/or my up-to-date Zaffai deck for some inspiration.

I'm sorry for the long comment in case you didn't wish for suggestions. Just wanted to help. :^)

Rhadamanthus on Thousand-year storm in a modern …

6 months ago

Gummy1313: Thousand-Year Storm and the Storm ability on Grapeshot trigger when the spell is cast. Copies of a spell don't count as being "cast" (otherwise Grapeshot would go infinite with itself).

When Grapeshot is cast in this example, its Storm ability triggers and the ability of Thousand Year Storm triggers. Grapeshot creates 4 copies of itself and Thousand Year Storm creates 4 more. The Storm abilities on the copies don't trigger because they weren't cast, and neither does the ability of Thousand Year Storm, for the same reason.

Gummy1313 on Thousand-year storm in a modern …

6 months ago

I can't alter the answer. Thousand-Year Storm will also see each copy of a previous iteration. That means, given a storm of 4, and GS is copied 4 times First copy op Grapeshot : will be copied 4 times by TYS Second copy of GS : TYS will see the 4 spells from before (Storm count) + 4 copies of GS from the first round. Casting 8 copies of GS. Third copy of GS : 4 + 8 = 12 copies Fourth copy of GS : 4 + 8 + 12 = 24 copies
Thus the end total would be 48 copies of Grapeshot cast

Gummy1313 on Thousand-year storm in a modern …

6 months ago

I think the Grapeshot will copy 24 times. The Grapeshot with storm ability itself will be cast 4 times. And each cast will trigger Thousand-Year Storm . The first time grapeshot 4 times, the second 5 times, then 6 times then 7 times. Given a total of 4+5+6+7=24

Mana_Mythic_Legendary on Pursuing Perfection, Part 13: Izzet …

7 months ago

According to an old myth, a king once posed his advisors an awkward problem: how to prove whether a crown was pure gold. The guy who figured it out was stumped until he took a bath. As he sank into the water he noticed his body was displacing it, and in a moment of epiphany he realized this was a method to check the crown. Evidently, this was such a stimulating realization that he jumped clean out of the bathhouse and took off down the street, buck-ass nude and shouting “I’ve got it!”

You’ve probably heard this story, and know the point I’m making: the Izzet League, Guild of Engineers and Magewrights, can best be described as a pack of over-caffeinated nerds hell-bent on chasing moments just like that. Coincidentally, this parallels the experience many magic players pursue in a given match. While you can have those moments doing anything, if you’re looking to thematically mimic Archimedes at the moment of streaking epiphany, preferably laying aside public indecency, Izzet the place to be. Today, we’re discussing commanders tied to three prevailing Blue-Red themes: Storm, Chance, and Gunslinging. As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders.

Storm

I don’t necessarily mean the keyword, though Thousand-Year Storm is admittedly a favorite: I mean instants and sorceries as an overall theme. Bear with me on this: If I were to assign a card type to each color…

White: Enchantments

Blue: Instants

Black: Creatures

Red: Sorceries

Green: Lands

Understand that my suggestion here isn’t that any color has the best of the associated card type, but rather that each card type is among the color’s primary thematic interactions. Green has the closest relationship with lands, Black kills/resurrects/abuses creatures, etc. Sorceries, being generally cruder but also more powerful than instants, tie in thematically with Red, which is cruder and... not more powerful, but definitely more direct than Blue, a subtle and minimalist color.

Izzet, then, has a primary interaction with both instants and sorceries, focusing on non-permanent spells in order to capture the thematic essence of spellcraft. If you want to rock the hell out of the game by wizarding it up, I have some commanders for you to Ponder!

Melek, Izzet Paragon Simple, potent, and tasty. A copy of any given spell is welcome, and firing from the hip off the top deck is quite thematic, quasi-literally throwing ideas at your opponents, technically before you even have them.

Veyran, Voice of Duality This is very pretty art, and while maybe not the best choice for slamming down massive X drops, for raining down a pile of cantrips Veyran’s your best friend. Who would say no to getting bigger whenever you cast a spell AND doubling both the card’s own effect and that of any accompanying triggers, like Archmage Emeritus, Aria of Flame, and Firemind's Research? With a potential for solid command damage AND a great doubling effect, this is a fantastic commander.

Vadrik, Astral Archmage Or, if you think cantrips are for wusses, Vadrik is probably more your speed. Power him up with, say, the Runechanter's Pike, wheel a few times, and unleash all manner of insanities by slamming down a hideously overpowered Banefire or Blue Sun's Zenith. Heck, go for broke and play Epic Experiment while having Thousand-Year Storm out as well. If anyone’s still alive after your thirty-minute turn, they’ll probably have lost all will to go on anyway.

Chance

Just as this is the pairing of inspiration, Izzet is also about boom-bust gameplay. There’s an element of chaos to it, yes, but rather than inflicting lunacy on everyone Izzet also has the potential to ride a private brainwave straight across the finish line, whether in control or not. Sometimes your plan will go off like an atom bomb. Sometimes it will fizzle, wheeze, and grind to a sad little halt. Regardless, that type of gameplay will be a LOT of fun.

Okaun and Zndrsplt

I did promise to talk about a coin deck back in the Red article. Okaun is potentially (unreasonably) large, Zndrsplt occasionally supportive. Seeing them together is worrisome: three lucky tosses and Whispersilk Cloak or something like will kill an opponent, and it’s not unlikely. Add Krark's Thumb and you’ll probably overstock your hand, break a thousand P/T on a single creature, and strike a blow for gamblers everywhere. Bring mana rocks, bring evasion, and above all… bring Fling.

Arjun, the Shifting Flame Wheeling is a mechanic that clearly illustrates chaos in magic, both for good and for bad. Doing it every time you cast a spell? Glorious. No plans. No guarantees. Just making like a leaf on the wind. Any win you get out of this commander is EARNED.

Eruth, Tormented Prophet Nekusar, the Mindrazer, the sphinx-that-shall-not-be-named, or Smothering Tithe ruining the local meta? Have I got a solution for you! Jump across that fuzzy line of lunacy Izzet players so love to skip along and never draw a card again. This is neat, completely sidestepping a fundamental mechanic of the game. Throw in a few permanents that draw at instant speed, wizards are good like that, and tot up options as needed. I am very, very excited to see decks built around this.

Gunslinging

This is wordplay at its worst, and I apologize. Again, I don’t necessarily mean commanders that ping you to death. Rather, I mean commanders that are trigger-happy on the draw, or vice versa. The act of drawing is, in metaphorical terms, new ideas coming to you over the course of your wizardly duel, and ideas are very much in the provenance of Izzet. It’s only appropriate that a few commanders in this pairing either reward you for having lots of ideas or ensure you have lots of them. Obligatory mention of buggy rewards from The Locust God and Kindred Discovery goes here.

Niv-Mizzet, Parun And, of course, this is where Wattles the Wizened himself comes into the conversation, being exactly what the theme sounds like. Draw cards, give him deathtouch, and torch the board. Go for broke on this moldy old cheese and attach Ophidian Eye. It’s not exactly creative, but it’s certainly effective. Jhoira, Weatherlight Captain You know, compared to Jhoira of the Ghitu this is practically calm, but people don’t really respond to her that way. I’d like to profess ignorance as to why that might be, but having built several artifact combo decks I really can’t. She’s a solid choice, not that offensive in and of herself, and I recommend her to anyone not willing to go full Breya, Etherium Shaper. Keranos, God of Storms This is one I wouldn’t immediately recommend to anyone angling to compete, insomuch as one can in a casual format. However, as the literal god of insight and inspiration (and smiting Zeus-style), he’s thematically perfect. Depending on what you draw, you either get another card or a Lightning Bolt. On an indestructible, sometime 6/5 creature, that’s pretty nice. If your deck is of a caliber where it doesn’t depend on its commander, this is a very innocuous choice that’s going to mislead a lot of people and yet still get you a lot of utility.

And, for my personal favorite… Rielle, the Everwise She tried to replace my Okaun/Zndrsplt deck. She tried, and failed, but I still have a great deal of affection for her. This is a commander made to wheel all day who has the color access to nearly every instance of that mechanic. Fill that graveyard with ephemeral goodness, sprinkle a few evasion cantrips for flavor, and tag opponents HARD with a sweet old lady. Then bake them cookies, just to rub it in. Seriously, someone teach their grandmother magic and have her play Rielle. You’ll break the internet.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back soon for an old favorite, Golgari!

Orzhov

Simic

Selesnya

Gruul

Rakdos

Dimir

Azorius

Green, with links to the other mono-colors

enpc on Rippling Dragon's Approach

8 months ago

Is there a reason you're not running a red/blue commander for the deck? I get that Birgi is good for the combo, but adding blue gives you more artifact tutoring, countermagic/some removal, Thousand-Year Storm and Mana Severance which helps once you've got Thrumming Stone out.

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