Wizard's Rockets

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wizard's Rockets

Artifact

Wizard's Rockets enters the battlefield tapped.

, , Sacrifice Wizard's Rockets: Add X mana in any combination of colours.

When Wizard's Rockets is put into a graveyard from the battlefield, draw a card.

tobi89 on BEASTORM copy

4 days ago

Thanks for the comment and the playtest! When I mill one Rites of Initiation I never use another Winding Way unless I am in really dire situation. It's there mainly for me to be able to keep more hands from the start, searching either for lands or creatures. Lead the Stampede doesn't do that. When I am storming I do not want to play Winding Way anyway, cause it's not castable through Metamorphosis.
The coloring issue for Salt Road Packbeast is real, mainly in storm turn, but I think Wizard's Rockets is not the way, because it would delute the deck and make it more prone to fizzleling. One way of fixing this would be pumping the numbers of rainbow lands, but I don't want to cut any more forests because of Skyshroud Cutter and the rest is already rainbowish or producing more than one mana.
And the biggest issue in my opinion is the protection of draw elves. You can kinda play around it by waiting to 4-5 available mana and cast them together with some beasts, but against burn that's not really an option. More protection spells would be much appreciated, but the best one is ephemerate which requires white.
I think, that if we could crack the mana color issue, this deck would ramp up quite significantly in its playability against competitive decks.

trippy_mcfly on Cumly Cube

2 weeks ago

Introducing Cumly Cube 1.4.1! 4 months ago, Cumly Cube 1.4 was released. This was the final major update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 19 swaps should help remove some dominant strategies, specifically by curtailing the power of the “green slop” archetype. The additions also add a lot of new excitement to the cube in only 19 cards; there are multiple cards that introduce the monarch into the game, making this a more central mechanic of Cumly Cube, and there is one card that can be used as a niche combo finish with a Cumly Cube staple.

Here are the changes, provided with brief justifications:

REMOVED:

  1. Artifact Mutation: too powerful
  2. Aura Mutation: too powerful
  3. Captain Sisay: too powerful
  4. Chromatic Lantern: mana fixing should not be this easy
  5. Druid of the Anima: too obvious a choice of Cumly
  6. Endbringer: too powerful in multiplayer
  7. Explosive Vegetation: mana fixing should not be this easy
  8. Firemind Vessel: mana fixing should not be this easy
  9. Gilded Goose: too obvious a choice of Cumly
  10. Gilded Lotusfoil: too much ramp
  11. Glissa Sunseeker: too hateful against artifact decks
  12. Growth Spasm: too much ramp
  13. Growth Spiral: too much ramp
  14. Jetmir, Nexus of Revels: too obvious a choice of Cumly
  15. Joiner Adept: too obvious a choice of Cumly
  16. Karakas: too powerful
  17. Library of Alexandria: too powerful
  18. Muldrotha, the Gravetide: too powerful
  19. Worldfire: an iconic Cumly Cube card, but sadly too unbalanced due to the ability to float mana and cast your Cumly after, almost certainly winning the game. This strategy still exists with Apocalypse, but is less of a guarantee now

ADDED:

  1. Afterlife Insurance: supports the Spirit creature type and instant synergies
  2. Arcane Encyclopedia: supports artifact decks
  3. Court of Ardenvale: the monarch is now supported more heavily in Cumly Cube
  4. Eldrazi Confluence: supports Eldrazi decks
  5. Fiend Hunter: supports the Human creature type
  6. Horizon of Progress: a utility land to help with mana fixing
  7. Moira, Urborg Haunt: supports the Spirit creature type and graveyard synergies
  8. Palace Sentinels: the monarch is now supported more heavily in Cumly Cube, and supports the Human creature type
  9. Papalymo Totolymo: supports the Dwarf creature type and noncreature synergies
  10. Refocus: supports instant synergies
  11. Rile: supports instant synergies and works well with Dinosaurs
  12. Sage of Hours: supports the Human creature type and +1/+1 counter decks
  13. Secluded Courtyard: encourages creature synergies
  14. Sigarda, Champion of Light: supports the Angel creature type and the Human creature type
  15. Staunch Throneguard: the monarch is now supported more heavily in Cumly Cube, and supports the Construct creature type
  16. Thassa's Ire: supports enchantment decks and can do some very powerful things with certain creatures
  17. The Golden Throne: supports sacrifice decks and facilitates possible great comebacks
  18. Three Tree City: encourages creature synergies
  19. Wizard's Rockets: a utility artifact to help with mana fixing

sergiodelrio on List of Bugs and Feature …

2 years ago

Hi folks!

So I made a blueprint for a Pauper Duel Commander deck idea today and encountered the following bugs:

1) When setting the format to "Pauper Duel Commander", many cards are highlighted as red/not legal in the format like Wizard's Rockets and others, this is likely due to format legality not being updated for a while, since the "illegal" cards are rather new.

2) I tried switching the format to "Pauper EDH" to get rid of that bug, however, when playtesting on the "v1 Playtester" the first hand it showed me contained a copy of my commander in the opening hand - that can't be right (definitely not an error on my part, I have marked it correctly and it is showing in the overview with full pic as my commander... and I didn't accidentally add it twice either)

Thanks in advance.

Decklist for reference

K4nkato on Worship at Krark's Altar

2 years ago

Running Wizard's Rockets and Mystical Teachings over Ancient Stirrings so the deck plays better against Burn.