|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Mythic Rare|
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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.
Thousand-Year Storm Discussion
1 week ago
2 weeks ago
Stay tuned this weekend guys. Ill be makinf updates to this deck. I realized that i do need 1 more card for the expansion combo. So we will be bringing in Thousand-Year Storm to be able to do it. Remember that this is NOT the cEDH list.
2 weeks ago
With cards like Thousand-Year Storm , Firebrand Archer , Electrostatic Field , etc. the quantity of spells you're casting (not just copying) is important. I would recommend looking at trying to reduce some of the bigger "bomb" spells for more churn through (and much cheaper to cast) advantage. Brainstorm , Gitaxian Probe , Impulse , stuff like that which let you not only fill up your graveyard but also get your storm count up are going to provide more value overall compared with even things like Time Stretch . The other thing is that again, with storm damage (which seems to be the primary win condition of the deck), copying spells (especially though abilities) is not as powerful as just casting more spells.
3 weeks ago
The reason you're not receiving any help is because (imo) you have a random list of cards and are saying "build me something". Here are a few pointers:
First, you need to decide what your deck is going to do. You may say spellslinger, but there are many kinds of spellslingers and many avenues to victory. Settle on one or a couple and prune your deck of the cards that don't accomplish that. For example, in my Kess spellslinger deck that I'm working on right now I try to take as many turns as possible and set up a win condition from there with either Guttersnipe , Ral, Storm Conduit , or big X spells like Exsanguinate or Torment of Hailfire . I also include cards like Thousand-Year Storm and Sunbird's Invocation to help me get there and have fun at the same time.
Second, you need to say that's what you're doing and how you want to go about that. Ex: what cards you really want to keep no matter what, and what kinds of cards you're looking to add or cut.
Third, track the number of each type of card you're including. For example, you might want to have around 4-7 counterspells (or none if your play group doesn't like them), 10 draw spells, 3 board wipes, etc etc. You'd be surprised how much this helps. With Kess though, this number is a bit lenient because you can also cast spells from your graveyard (but only one time on each of your turns!).
And lastly to start you off, here's some cards I think you should cut in general.
- All planeswalkers except either Ral, Storm Conduit or Jace, Wielder of Mysteries (Ral fits and is a win con, and Jace is an extra Laboratory Maniac if you'd like to have self mill as a win con too)
- Arjun, The Shifting Flame
- Nekusar, the Mindrazer
- Niv-Mizzet, Parun and Psychosis Crawler. These fit a wheel deck better than spellslinger. If you want that kind of deck, just use Niv as the commander instead. Chandra, Torch of Defiance also works well in that deck if you can use her -7 ability.
- Price of Knowledge
Sorry for the ultra long comment and if I seemed rude at all, I used to be in the same situation I'm trying to drive the point that this needs to be more focused.
4 weeks ago
If Rebounding Spellburn would be cast or copied by a player who isn't its owner, it deals 3 damage to its caster/controller.
Draw a card for each copy of Rebounding Spellburn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Few rules reminders: copies are not rebounded; only the original. So what would you do with this card outside of Hive Mind ? I think it could easily fit in a Storm deck ( Thousand-Year Storm comes to mind), as well as spells like Doublecast and Bonus Round and permanents like Chandra, Pyromaster and Cloven Casting .
The card itself does nothing if it is not copied or stolen. But if it is copied even once, it grows exponentially: one copy means that the original draws you 1 card and the new copy draws you 1 card. Two copies means that the original draws you two cards, the first copy draws you two cards, and the second copy draws you two cards (six cards!). Echo Mage wants you to play this.
4 weeks ago
Hi, I was reading through your decklist and description and had a couple of suggestions that might make your deck run better. I too have made an Elsha deck and learned quite a bit about how to hone her; however, I will preface this with I made mine geared more towards cEDH, but these are just general optimization tips.
My core suggestion is that you don't need to win more. That is, once you've achieved your top combo and gotten your deck in hand, you should be able to win. Here's a short run down, on the board is a way to reduce your artifacts by (at least) . You can play Sol Ring then play another cost reducer. Let's say you now have Helm of Awakening and Foundry Inspector out. You can now play enough cheap mana rocks to play Jace, Wielder of Mysteries , draw a card, and end the game. In my experience, most playgroups don't like to sit there waiting while they know you can win. You don't need to worry about getting infinite mana with Saheeli and Urza, Lord High Artificer .
As for the focus on storm, you don't need it. Most storm-based strategies cast a bunch of free spells or get infinite mana to cast something big to end the game. Since you already have a way to close the game without having to worry about the storm count, it's not needed. I would suggest taking out the following:
- Storm Entity
- Ignite Memories
- Mind's Desire
- Temporal Fissure
- Volcanic Awakening
- Thousand-Year Storm
There are also some more general optimization that I would make too. You are running some pretty inefficient cards like Oona's Grace . There are far more efficient card-draw spells. There are also several nonbo cards like Zetapla and Angel of Invention . Each card should be advancing you towards your main goal. They are not. Lastly, I would remove most of your instant /sorcery synergies, like Ral, Storm Conduit . Instants and sorceries make up less than 20% of your deck. Almost all of your pieces that combo with them will be duds for most of the game. These include:
Good luck, and I hope that you enjoy your deck!
1 month ago
Speaking as something of an EDH sadist, you should run Curiosity . Enchanting Niv-Mizzet, Parun and then drawing a card creates a loop, provided you continue targeting opponents with the ping. Unfortunately, in EDH you're usually going to have to deal 120 damage to win, and this loop only works so long as you have cards in your library. So in all likelihood, you'll only kill one and a half opponents. You can end the loop by targeting a creature (including your general, if he's the only one on the field), in order to not deck yourself.
One solution to this is to add Timetwister effects. The card itself is in excess of $2,000 these days, so, if you have that kind of money, just buy a small boat. Consider Day's Undoing , Diminishing Returns , Clear the Mind or Time Spiral in addition to your Echo of Eons ... If you cast these after drawing your deck with the Curiosity loop, you can continue shooting people.
Completely shifting gears, I love that you're running Ponder and Brainstorm . Xerox cantrips like these dig you to what you need and past what you don't. Preordain is similarly busted, and Brainstorm goes from good to great with shuffle effects like your Evolving Wilds or Terramorphic Expanse . The Zendikar/Onslaught fetches, like Scalding Tarn or Flooded Strand , are the gold standard here, though they do tend to be very expensive. Slow fetches, like Bad River or Mountain Valley , are similar, cheaper, and still powerful. Faithless Looting is a great card in EDH, as it is in many ways a red Preordain . If you want to go the combo-route, Gitaxian Probe is great for checking for enemy counter-magic.
Dig Through Time is similar to the above suggested Treasure Cruise . I suggest running one or the other, but not both; delve tends to get in its own way, if there're too many delve cards in the deck. Since Dig Through Time sees more cards, if you want to use the Curiosity loop, I think it's better; if you have ethical qualms about infinite loops in EDH, Treasure Cruise is better in that it provides more card-advantage.
A similar source of card-advantage is Mystic Remora . Landing this one turn one can slow down your opponents if you have a slower hand, and in more inexperienced metas it can easily be an Ancestral Recall or two. It's similar effect to your Rhystic Study with a higher cost on the trigger means you can get some real value fast.
Your artifact-ramp can use some work. Chrome Mox is great if you draw your deck and need to cast a Timetwister effect, though it is $40-ish. Talisman of Creativity is extremely powerful, as is Prismatic Lens , Fellwar Stone , the soon-to-release Arcane Signet , Thought Vessel and Coldsteel Heart . In general, two-mana ramp is a lot better than three-mana ramp in EDH, as once you hit three mana you should be trying to do more powerful things. Mana Vault is good for casting Thousand-Year Storm early.
One card I think would be fun to try is Goblin Welder . He lets you reanimate your Inkwell Leviathan for cheap, if you discard it early in the game. Wurmcoil Engine is a great card to sac-recur, as its splitting in two means you end up, over time, netting more and more artifacts to the field. However, this synergy is very slow if you can't untap your Goblin Welder . One thing to consider that is often forgotten with Goblin Welder is that you can use it to target your opponents' stuff. If you're facing down a Blightsteel Colossus and it's controller has an artifact in the 'yard, you can make your opponent sac the Blightsteel and return the (presumably less powerful) artifact.
Depending on your meta, you may want to consider Pyroclasm , Anger of the Gods , Kozilek's Return , etc. These are cheaper than your Mizzium Mortars , and if you're careful you can avoid killing your own dudes.
Presumably, after the first game or two your opponents will start trying to kill your general on sight. Increased cheap interaction will protect him and maintain any advantage you have; Swan Song , Turn Aside , Dispel , Spell Snare , Spell Pierce or even Mental Misstep (in some metas) are all worth considering.
Right. That's all I got. Good luck!
1 month ago
Whoah. Colinmjoyce. I never really expected anyone else to build this deck... on Arena, maybe, but I thought I was only guy willing to build something this off-meta in paper. My feelings are a bit mixed, this deck is my baby, I've been refining it since Captive Audience first came out, I bought the expensive duel lands and everything, it is extremely unique and completely brewed and balanced on my own, the idea of someone else playing it somewhere out there is... pretty neat actually. Good on ya, mate, glad you didn't get screwed by card draw. I have only gotten down to FNM with it maybe... four times? so far, (though I have played it endlessly on Arena) so, while I have never lost all my games, I also have yet to win all three rounds. And now you have beaten me to a full FNM win! With my own deck! Unbelievable! Still, perhaps the competition is a bit more casual where you're at, who knows.
The thing I would be mainly curious to hear about would be how your opponents reacted to the deck. Were they completely thrown for a loop, and had no idea how to play against it? Did they appreciate how original it is? And especially, did they seem to have a good time? While I consider it a very polite control deck, with absolutely zero counterspells, having your creatures and planeswalkers relentlessly removed might wear on them a bit. But just having Captive Audience as the win-con should offset that I always figured, it's such an off-meta card to lose to.
Anyway, I really appreciate you having the faith in my creation to take it out there, and I'm glad performed up to spec for you. It's pretty cool to hear that someone actually took the deck to FNM.
Now then, as to Chandra, Awakened Inferno. Absolutely not! Rule #1 of this deck: no planeswalkers and no creatures. If the opponent has Vraska's Contempt in hand it is a dead card. A dead topdeck. Period. They would have done better to have drawn a land. Cast Down ? Useless. Kaya's Wrath ? Ded. (Board clears can deal with our zombies, but those are not the wincon, so we really couldn't care less.) Bedevil ? Nope. (Well, if we have our one Immortal Sun out, then it has one thing in our deck that it can hit.) Prison Realm ? Forget it. No scry for you.
One must also note that unless the opponent has recently faced a Thousand-Year Storm deck, (and even then they normally run Ral) they will neither be prepared nor know what to expect from a deck that avoids the two most common win conditions/utilities in Standard. Secondly we have no room for planeswalkers. The sheer virtue of this deck is that anything which isn't card-draw or a win-condition is a removal spell. Everything. The only dead topdeck a lot of the time is a land. There are actually only five cards in the mainboard which act as card draw. The deck survives off of the sheer massive odds of topdecking a desired removal spell whenever needed.
One good argument against this is that a planeswalker can double as a removal spell. Chandra, Awakened Inferno for example, is an ideal example of this. She cannot be countered, and then you get priority to guaranteed get off one of her abilities, so one could think of her as: "6 mana, this spell cannot be countered, exile target creature with 6 toughness or less, or target planeswalker with 6 loyalty or less," with the additional benefit that if the opponent does not want that to happen again at a later time, then they need to expend some damage or mana to remove her. (Assuming that you killed something with 5 toughness/loyalty or less, or used the second or first ability.) Thus planeswalkers can count as removal.
But this lessens the psychological edge this ridiculous little deck has over its opponents. And it would just be thematically off, this is an enchantment control deck. Also, well, we run The Immortal Sun . ?_?
But as for Chandra, Awakened Inferno “working well with Theater of Horrors ,” absolutely not. The emblem her first ability gives activates at the beginning of the opponent’s upkeep, and you can only cast cards from under ToH during your turn. And neither of her other two abilities damage the opponent. Chandra, Novice Pyromancer could be handy for activating ToH for free for a couple of turns after casting her.
All that said, an ALTERNATE build of this deck, AKA a just slightly different build, could easily have planeswalkers. In which case I highly recommend Ugin, the Ineffable , as he can deal with enemy enchantments and is just all-around awesome, and Angrath, the Flame-Chained , who was originally considered for the slot currently held by The Immortal Sun. Chandra, Awakened Inferno ’s +2 ties in very nicely with our alternate win-condition of just pinging them down with I-GI and ToH, and yes, her -3 could be quite handy, as would her -X. Chandra, Novice Pyromancer offers a Shock on a stick, as well letting us play CA on turn five with her -1. So as I have surely mentioned somewhere, replacing The Immortal Sun and a few other cards with some planeswalkers would be a perfectly viable alternate approach to the deck. (As would going Mardu.)
So yeah, thanks for taking the deck for a spin, hope you enjoyed it.
Thousand-Year Storm occurrence in decks from the last year
All decks: 0.06%
Commander / EDH:
All decks: 0.02%
UR (Izzet): 0.57%