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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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Treasure Cruise
Sorcery
Delve (You may exile cards from your graveyard as you cast this spell. Each card you exile while casting this spell pays for .)
Draw three cards.
jethstriker on burn deck help to refurbish
8 months ago
"The point of going over 60 is that I can afford to have more space in my deck so long as I keep the number of burn spells a certain ratio."
Do you mean you go above 60 so you can add more burn spells? Adding more burn spells doesn't really help because you are still confined in the rules of the game of 7 starting draw and one card per turn. If you're going to respond with "I have card draws in my deck", I would have to say draw spells normally aren't worth the inclusion in burn. Unless its as big as Wheel of Fortune (not legal in modern) or as efficient as Treasure Cruise (banned in modern), you're better of just top decking an actual burn spell itself than a card draw
Another thing I'd like to point out is if you're using Vexing Devil, you go max out the copies. I remember pro player and burn expert Patrick Sullivan once stated that the decision offered by the Devil only matters in the first couple of turns in the game. Past that it only becomes a liability.
Unrelated to the deck, I remember you two have this kind of conversation before. Walls got a point, why bother ask for advice when you dismiss others that offer actual help.
DreadKhan on Sauron, The Dark Lord Commander Deck
8 months ago
I feel like this deck should look pretty hard at Relic of Sauron, it's one of the best mana rocks for a Grixis deck, it also offers card draw and a discard outlet when you don't need the mana. I also feel like you might want more ramp, but I'm not sure I'd shave the land count too much further. I do have much higher average MV decks with similar land counts, they tend to run a lot of ramp though!
I've always liked the idea of evasive Changelings in this deck, the best being Changeling Outcast, but Mistwalker is also good, Mothdust Changeling less so but still interesting, evasion is really good on an Army in here. Taurean Mauler might be worth throwing in too, any of these is infinitely better than trying to use a token as the base for your army. Amoeboid Changeling can make any creature an army (to trigger Sauron). You might even try Maskwood Nexus, you can always choose not to wheel your hand away if you're happy with it (could be an issue if you're getting in with several armies in a turn).
Since Sauron discards your hand before he draws a new one you might want to look into some recursion effects, Black is very good at that kind of thing. Sheoldred, Whispering One is a nice easy-button recursion card that also hassles your opponents, but she is slow and a ton of mana, but you can reanimate her with something like Animate Dead or Reanimate. Since Sauron can make you a new token whenever someone casts a spell (if you don't already have one) you could use sacrifice based recursion effectively, Hell's Caretaker could do some work. These are just a few low hanging fruit, if you need a bunch more (or cheaper ones) I could probably rattle off more.
With this much built in discard you might look at the better Delve cards, Treasure Cruise and Dig Through Time come to mind immediately, both are pretty good card draw if you don't have to pay any generic mana in.
Mask of Griselbrand can work well as a draw source, it also gives two useful abilities for an Army. Not sure if this is too out there, but you could try Shinka, the Bloodsoaked Keep and Shizo, Death's Storehouse, if you make an Army your Ringbearer it becomes Legendary, meaning these lands don't just help Sauron (but making Sauron unblockable is inherently good in a deck like this because he has 7 power and he's a 3 hit kill). Fear from Shizo is probably better than First Strike in most metas, but First Strike is a very useful effect. Rogue's Passage is a nice budget card that can let Sauron or an Army get in each turn. I really have enjoyed using Scavenged Brawler, it would be very good with your Commander (if he can get in twice he can kill someone, regardless of their life total), but it'll also be useful with a good sized Army token, those key word abilities are pretty sweet in my experience. Dauthi Embrace is a nifty old card that can be very sneaky, you can use it to help opponents get in, not just to protect your creature from blockers. If you plan to attack and are in Red you might benefit from Berserkers' Onslaught, double strike on your entire board can be a very powerful effect.
If you want a way to protect Sauron from most board wipes, I really love Gift of Doom, this gem of a card can be cast as a Morph for 3 mana, after which you can sacrifice a creature to attach the aura to a creature (note that this method doesn't target the creature it attaches to, so you can get around Shroud on your creature) at literally any time you have priority iirc. It's also not a spell or ability, so you can use it in response to something with Split Second. Indestructible is very good, but if you can get Deathtouch on a creature with trample it only takes 1 point of damage to 'destroy' any creature (regardless of whether or not it dies), the rest goes over, so it has great synergy with Scavenged Brawler (and other Trample sources). You can always cast it for 5 mana, and it's not a terrible card in that form, but the Morph effect is one of the best ways to protect an individual creature (or to turn your opponent's block attempt into a blood bath).
Finally, Mercadian Bazaar, Subterranean Hangar, and Saprazzan Cove are my spiciest ideas for a deck like this, I will take no offense if you laugh at them, but you might be surprised by what they can do in a deck with a 6 mana Commander. I use the first two as well as two Fallen Empires storage lands (which I wouldn't encourage you to use unless you want gray hair) in my Rakdos deck, I play them as ramp cards, and it's openly hilarious how useful they can be if you really want to cheese out a big Commander (or recast them repeatedly).
Hope some of this brainstorming is helpful, Sauron is a pretty strong Commander that attracts a fair bit of attention afaik.
Profet93 on Kira the Thief
11 months ago
I agree with your cuts.
High Market - Sac their creatures if they try to get it out. Synergy with aura thief
Jace ingenious mage is not worth 6 mana IMO. Capsize is cool because you can return the mind control enchantment in response to removal.
Check out my deck that has a similar principle but a different commander. I tried to make it less counterspells more stealing and draw. Not great by any means, but somewhat similar to your deck. Keep in mind it hasn't been updated in 3 years
Treasure Cruise, Thieving Skydiver, Pongify are decent considerations as well.
DonaldFuck on Saruman, the X man
1 year ago
Azoth2099 an other cool option is delve cards. Imagine casting a Ponder following with Treasure Cruise with only one mana. You get to mill them, cast something big (with 8 mv or less) and draw 3 cards with only one mana!
Kadak22 on Villainous wealth: I'm The Captain Now
1 year ago
I know it's been a few years since this deck was made, but I just picked it up and it's a ton of fun! A great new addition to the deck from recent sets is Silver Scrutiny. Replacing Treasure Cruise with it really kicks the deck into overdrive. You can draw just as many cards at instant speed for 3 less mana, or you can dump most of the mana from your defenders into a massive draw spell and still have mana left over to cast all of your creatures (at least, that's how I have been playing it without infinite mana. Pemmin's Aura has really spiked in price). This gets even better with the Prophet of Kruphix out as you can spend your whole turn drawing a bunch of cards, then spend your opponent's turn casting all of the creatures you drew.
sylvannos on Hoax Storm v2
1 year ago
@FireMind42: Yeah in that case, you'll want to go for Underworld Breach or Paradoxical Outcome (or something weird with both). I'd lean more towards Paradoxical Outcome because it lends itself better to straight U/R Storm. Not to mention, it opens up Displacer Kitten + Coveted Jewel shenanigans. Then you won't have to rely on rituals so much (Desperate Ritual, Goblin Electromancer, and Seething Song are especially awkward). You can then fit more artifact mana and draw spells.
You'll still want Bolas's Citadel because you're never going to actually spend black mana to cast it and the card is just the nuts in Storm. Memory Jar is always fun with Hullbreacher and Narset, Parter of Veils, but Bolas's Citadel is like Yawgmoth's Will and Yawgmoth's Bargain in one card that can be Tinker'd for (especially with Sensei's Divining Top, Brainstorm, and Ponder). You'll still need Sphinx of the Steel Wind in your sideboard, which is another card you're never going to actually cast.
Since you don't want Monastery Mentor, you'll have to get by with Laelia, the Blade Reforged. Sometimes you'll want to Grapeshot. Sometimes you'll want to Brain Freeze. Sometimes you'll want to Empty the Warrens. Other times, you need something that can get big quick and an easy way to do that is Laelia, the Blade Reforged, Treasure Cruise, and Dig Through Time. She's mostly for Underworld Breach, but I'm not sure you'll need that with Paradoxical Outcome.
I also don't know how I forgot to mention Mind's Desire in my original post. That's the reason to play pure U/R Storm in Vintage LOL. Personal Tutor may also have a potential spot somewhere in this list. It grabs Tinker, Grapeshot, Time Walk, Mind's Desire, and draw 7s. I'd even consider it over the second copies of Past in Flames and Grapeshot.
sylvannos on Hoax Storm v2
1 year ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
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