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[Primer] Maelstrom Mystery (cEDH Yidris consult)

Commander / EDH Combo Competitive Multiplayer Primer Storm UBRG


What is cEDH

Before explaining what the deck does I would like to mention that this is a competitive elder dragon highlander (cEDH) deck. cEDH is not a different format than regular EDH, they use the same banlist and rules. The difference lies is building your deck optimally. This means decks should be able to win or stop someone from winning starting from turn three. Games often take longer than that, since most decks play enough interaction to be able to stop each other. Before building this deck, please ensure that your playgroup is ready to handle cEDH decks. Pubstomping (beating other players with significantly stronger decks) is frowned upon by the community.

The game plan

This deck aims to win with an empty library, using Jace, Wielder of Mysteries or Laboratory Maniac . Tainted Pact and Demonic Consultation are often used to exile the rest of the library and win. The deck does not contain any other ways to win, but because of the speed and interaction this is often irrelevant. The deck needs very little setup. It needs to find one of the wincons, a spell or combination of spells to empty your library, and enough mana to cast everything. Often, this boils down to needing , either spread out over two turns or spent all in one turn. Any additional mana can be spent on interaction.

This wincon is currently one of the most used in the cEDH community because of its speed and compactness. The reason this package is run very well in Yidris is because the commander by itself is very proactive, which speeds up the overall clock. This is mainly because you can find your 0 cost artifacts very consistently with cascade. The cascade turns can also provide you with a lot of value without going for a slower and longer game in which staxy decks shine. Green also adds the possibility of getting your wincons from your graveyard back into your hand.

When to play this deck

You will like this deck if you like playing very quick combo decks. The commander also provides very unique turns in which you can chain together spells and either grind a lot of value or chain a win together from specific pieces. The deck is very resilient since it plays very little (nonland) permanents and does not care much about graveyard hate.

Alternatively, you can play this deck as a storm deck by changing a few cards. This decreases the efficiency and speed, but is very fun and diverse. See the 'The storm strategy' panel for more information. Storm is also very weak to Rule of Law effects and cost-increasing effects.

You will not like this deck if you like the combat phase, this deck plays very little creatures. Because of this, playing this deck in a heavy creature meta might not always be a good fit. Because of the speed, this often doesn't matter too much. You will also not enjoy this deck if you like to play slow and controlling games, or if you want a deck completely focused around your commander.

Comparable commanders

Kess, Dissident Mage : Kess has the upside of making the traditional consultation package even more compact by using Demonic Consultation or Tainted Pact for both finding the wincon as well as exiling your library. Compared to Yidris, it struggles a bit more in finding enough mana to both play and protect the combo. The commander allows to to play a slower game, which doesn't always fit its proactive wincon. Not having access to green makes the general card quality a bit lower, but running more colours also asks more of your landbase.

Zur the Enchanter : The commander to find Necropotence , which in turn can help you quickly find the cards you need to win with. Red has higher card quality than white, and Zur also loses access to a fourth colour. Kess is likely a better fit than Zur, unless you really want to play white.

Thrasios, Triton Hero & Vial Smasher the Fierce : Thrasios is the most important part of this partner pair, as vial smasher is mainly used for colours. Compared to Yidris, Thrasios will provide significantly fewer cards in the early game but excels at going into the long game. This fits better with a reactive or slower playstyle, and by then infinite mana and timetwister loops are a better fit for that kind of deck.

Thrasios, Triton Hero & Tymna the Weaver : Comparable to Thrasios and Vial smasher, but in this case Tymna is a valid draw engine. Red cards are also generally of better quality than white cards. For this deck as well, wincons that are less all-in are often a better fit.

The First Sliver : A Food Chain deck that finds any of the wincons after gaining infinite mana and then using the commander to cascade into almost every spell in the deck. The deck is less streamlined because it needs cards for its Food Chain package. Adding a fifth colour adds a little more strain on the mana base, but a few white cards are incredibly good for the strategy. The deck is a little slower because it is less focused on one wincon, but has access to backup wincons, which makes the deck more resilient.

Further discussion

If you're interested in knowing more about Yidris in general, feel free to join the .

Deck history

I've always like combo and artifact decks. My first deck was a Sharuum the Hegemon deck that slowly increased its power until I switched to card:Breya, Etherium sculptor. Other players began running more artifact hate, and the combos I ran became even more compact and robust. Eventually, the deck began to look like a storm deck and I switched to Yidris, Maelstrom Wielder permanently after playtesting a few other popular storm commanders. I had been playing Yidris storm for a few years, and then switched to a consultation package a few months after Jace, Wielder of Mysteries came out.

Mulligans and the early game

In the early game, the focus is on finding permanent based mana such as mana rocks, dorks and lands. A good opening hand usually contains around two lands. You also want to have at least one payoff spell in your hand, or a way to tutor up that payoff spell. Make sure you can either protect your payoff spell or can fall back to another strategy at all times. The following list contains payoff spells and the recommended turns to play these cards. If you can play these cards even earlier than the recommended turn, this is obviously good. Try balancing casting something earlier versus being able to protect it.

Some alternative hands are:

  • A hand that allows you to cast your wincon as well as a way to remove your library around turn four. Often, these hands cannot be protected and are very risky to keep. The fact you have it in your hand doesn't mean you should also directly play it on turn four.
  • A hand that contains mostly reactive spells. Do this only if all other decks are faster than you.
  • A hand that contains a few filter and draw spells. Generally it's better to mulligan this, but this is keepable when you've already mulliganed a few times.

As a general guideline, don't look for or play Demonic Consultation too early. As mentioned, you need enough mana to play out your wincon and extra mana to play interaction or draw spells. Demonic Consultation could exile so many cards that it is incredibly hard to still win.

The order in which to look for specific combos or synergies is described below. Using Yidris is described at the bottom, not because this is the worst strategy, but because it's a strategy that enhances the other strategies. At the very worst, going for this early will bait a piece of interaction. You can safely do this if you can't win with your current hand and don't need to hold up interaction that round.

Life = cards

One of the easiest ways to assemble both pieces of the combo is by finding an Ad Nauseam or a Necropotence . This allows you to draw so many cards that you can find all the fast mana, the wincon and a way to remove your deck in one go. Ad Nauseam is significantly better, especially because of the low cmc of the deck. The best moment to cast this is the end step before your turn. There is no clear amount of life to pay with Necropotence . Simply count the cards in your deck and calculate the odds of drawing what you need. Some decks also play necropotence as a way to fill your hand every turn, but this is generally not recommended in this strategy, as you have no backup wincons. Because of these strategies, be wary of cards that cost life.

The manual route

Use your wheels, tutors and draw spells to find both pieces of your combo and then play them out. It's also possible to cast many spells in a single turn and follow up with a Mind's Desire to set up. Make sure you don't permanently lose access to either Jace, Wielder of Mysteries or Laboratory Maniac , as you will have no other way to win. That doesn't mean you should be scared wheeling them away, since you have Regrowth and Noxious Revival to get them back.

Generally, it's better to go for Jace, Wielder of Mysteries rather than Laboratory Maniac . This is because you need another card, a draw spell, to use with labman. Sometimes, you can be just one off. In that case you will need to go for labman and a draw spell. Always pay attention to the exact colours of mana you have access to.

When using Jace, Wielder of Mysteries it's better to get one of the last three cards in your library in your hand if it can help you protect a win. This is possible by critically examing the cards when using Tainted Pact or when you scried a useful card to the bottom and use Demonic Consultation . People often simply exile their whole library, but this is often not the correct play. When the relevant card is exactly the third from the top, you will be weak to Noxious Revival .


Rather than just wheeling into a new hand, Wheel of Fortune and card:Winfall can be used with Notion Thief to strip your opponents of their hands and draw a lot of cards. Often this is enough to win with the current or the next turn. If your opponents don't have a demanding board position, this often buys you enough time to to with anyway. In extreme cases, you could use this time to kill everyone with combat damage if you have absolutely no other way to win.

Using Yidris

As mentioned, Yidris enhances the previous strategies. Since the deck plays a lot of 1-cost spells, you are practically guaranteed to hit most of your fast mana that you can use the next turn. Yidris also works well with topdeck tutors, since you will get instant access to them as long as what you're tutoring for has a lower cmc than a card in your hand. As a general guideline, it's better to first cast all your 1-cost spells, then your 2-cost, et cetera. This improves the value of cascade targets. Yidris is good when you are unable to win with your current hand while suspecting your opponents will not win this round. Usually, there's no need to protect him unless you have no other plans to fall back to.

The deck was originally a storm deck. This strategy has the player cast a lot of spells in a single turn and rewards them for doing so. Storm has been losing popularity because other decks have found very compact wincons with little dead cards. These other decks generally need less setup than storm does, and thus have more room for interaction or speed. Storm needs a very high density of cards, rather than specific cards. But not needing any one specific card to win is also an upside, as the deck is very resilient. The general card quality is very high, so it can usually chain together a win using these spells. Taking this to the extreme, storm decks could go winconless, but this is not advised without a way to consistently gain infinite mana or infinite draw.

You will like storm if you enjoy solving complex puzzles and discover interactions between a large variety of cards. Since the amount of options you have is incredibly large, storm is one of the more complex decks to play. Because of this, turns will generally take significantly longer than other decks. Even in the hands of experienced players this will take a while, if only because of the large amount of actions taken.

If this seems interesting to you, it is incredibly easy to change this deck (back) into a storm deck. Once more, the deck will overall be slower and less consistent, but it is very fun to play and will hold its own at a competitive table.

The cards that would need to be added are Aetherflux Reservoir and Timetwister . Bonus Round also enables you to go infinite, which is an important upside of this strategy. Merchant Scroll helps you find both your high tide pieces as well as your full-reversal package. The best cards to remove would be Demonic Consultation , Necropotence , Jace, Wielder of Mysteries and Laboratory Maniac , as these actively stop you going for twister loops or unnecessary wincons. It's also advised to change the talismans to signets, since you need to use these rocks multiple times in a turn with storm. For other changes, see the changelog, watchlist and individual card discussion. Consider removing bad cascade targets first, such as counterspells, as storm is more reliant on good cascade hits.

Below are the most common wincons and strategies that are specific to the storm archetype, sorted by preference. Because of the high number of comparable cards, there is some overlap between strategies and synergies. See the 'How to play the deck' section for more details on wincons and synergies that are used in both strategies.

Mulligans and the early game

Rather than needing to find a few specific cards, storm needs a high density of cards at all times. This means you should usually keep hands with about two lands, some fast mana and at least one payoff spell. Having less than two lands is fine if you have enough other fast mana to make up for it. In extreme cases, don't be afraid of keeping a no-lander if you are guaranteed to cast an early payoff spell. Payoff spells are cards like Ad Nauseam , Wheel of Fortune and more. They need to quickly give you a fresh stream of cards to continue drawing and playing cards. You should be able to cast these payoff spells on turn two, turn three at the latest. Turn four is still fine for Ad Nauseam . Having a tutor that allows you to find and cast a payoff spell early enough is also valid. Lastly, a hand that allows you to cast your commander on turn three or earlier is likely also good enough, provided you can protect it or fall back to another plan if it is removed.

In rare cases, synergistic hands can be kept. These include hands like High Tide with both Snap and Frantic Search , Bonus Round with both Dramatic Reversal , Narset's Reversal and non-land permanent based ramp or hands with a Mind's Desire and cheap draw and mana spells. These hands are risky to keep, since they are easily disrupted. Depending on the table composition and other decks, this can be worth it.

Generally, slower hands are not as useful, since other decks are often better at performing their combo earlier or with backup. In rare cases it is possible to keep a hand with a lot of interaction, when this enables you to stop a few other players and then win uncontested. As a general rule of thumb, you want to play out everything out as fast as possible, unless you expect an opponent to threaten a win.

What you do in the mid- to endgame is described below in different section. It bears repeating that some synergies or combos are not exclusive to storm and are described in more detail in the 'How to play' section of the deck. With all of these strategies, the commander can be used to strengthen it, but it is never specifically needed. You can usually play your commander when your current hand likely doesn't have enough to win with and it is unlikely that any other deck is going to win that round. At the very least, this will bait out removal or counterspells, which decreases interaction in your game-winning turn.

Life = cards

As the storm variant doesn't run Necropotence , Ad Nauseam is the number one plan.

Manual storm

The most common way to win is by going for manual storm. This is simply playing mana positive spells and draw spells until you have played a lot of cards. This is then followed up by an Aetherflux Reservoir or Mind's Desire . While Mind's Desire doesn't directly win you the game by itself, it will provide you with so much value that you're likely to find an Aetherflux Reservoir or the ability to win in another way described below.

When starting out with an Aetherflux Reservoir on the field you only need to cast another 17 spells to gain 152 life. This is often enough to kill all opponents. Usually, it's more beneficial to first play a few other mana positive spells. An easy way to gain enough mana is by casting cards that provide more mana than they cost, and then untapping them with Dramatic Reversal or replaying them using Chain of Vapor .

A card that makes this strategy incredibly good is Bonus Round , which has you double up on every instant or sorcery. Keep in mind it also copies opponents' instants and sorceries. If you can play other instants and sorcery spells that are more than three mana in total, it will already provide you with enough value. Otherwise it's better to hold on to it for a different turn. The High Tide package is also something to tutor for, including the named card, Snap and Frantic Search .


This strategy is the same in both variants of the deck. Since the storm variant plays Timetwister , you have another wheel to increase the chance that you draw both pieces.


It's possible to loop through the deck using a combination of Timetwister , Regrowth , Noxious Revival , Narset's Reversal or Bonus Round . More on the Bonus Round synergies in the next section. If you can shuffle Timetwister back into your deck every time, you have access to all the cards in your deck for as long as you can continue the loop. Because of this, you can also use Lightning Bolt and Deathrite Shaman as wincons. This is very good when you do not have access to your Aetherflux Reservoir any more. Looping becomes impossible when a Yawgmoth's Will is cast, since the cards will get exiled. Using Nature's Claim in combination with Rolling Earthquake also enables you to gain enough life to kill everyone with a lethal earthquake. Looping also synergizes really well with the notion-wheel combo, so your opponents will not be able to answer you during your loops. In very rare cases you can win by destroying all your opponents permanents with Assassin's Trophy , but this doesn't work if they can shuffle in their graveyard every time.

To make each iteration of loops more consistent, unneeded cards can be exiled with Chrome Mox , Force of Will , Mind's Desire , Tainted Pact and Deathrite Shaman . Since there is no infinite draw engine in the deck, there is always a risk that continuing the loop is not possible because your new draws don't enable it.

Going infinite

Bonus Round enables the above strategy really well, especially when you can replay it in a following cycle of loops. Every time you cast a new one, the amount of resolving spells double. It's often correct to stop at 8, possibly 16, copies per card. Otherwise it's too easy to overdraw. When each spell copies itself, you can go infinite with Dramatic Reversal , Narset's Reversal and enough permanent based mana. This can be done by casting Dramatic Reversal , holding priority and then cast Narset's Reversal targeting the Dramatic Reversal . The copy of Narset's Reversal should target the original, which goes back to your hand and gets copied. That copy targets the original Dramatic Reversal which returns to your hand. The end state is two copies of Dramatic Reversal on the stack and both cards back in your hand. With permanents in play that can produce at least you can get infinite spells cast, and with you get infinite mana of . If you don't have enough mana to cast Narset's Reversal , but do have enough permanent based ramp in play then you can first let the copy of Dramatic Reversal resolve and then respond to the original spell.

This combo also works with a few other mana-positive spells, as long as they provide at least and the cost of the original spell. After this, you are able to cast any instant or sorcery from your hand an infinite amount of times by casting it and returning it with the Narset's Reversal . It is also possible to draw your deck with Sensei's Divining Top when it gets untapped every time, since you can respond to the draw on the stack.

Using Yidris

As mentioned, playing Yidris, Maelstrom Wielder enhances all the other strategies rather than providing a win by himself. Him having 5 power is relevant when you are able to destroy all opponents' permanents. Usually, you don't need to cast Yidris to be able to win. The value he provides is very good for both the turns where you set up as well as your winning turn.

When you connect with Yidris, your manual storm lines change a little bit since it is often better to play the cheapest mana cost spells first. When you play your 1-drops, you are guaranteed to get a 0-drop. You want to increase the chance that you get a 1-drop off your 2-drops, a 2-drop off your 3-drops, et cetera. Don't play cards just for the sake of playing them, it is sometimes better to not play a certain card because it doesn't help your strategy right now, even though you would get more value out of the cascade.

Yidris also provides more consistent loops because of Ancestral Vision , Lotus Bloom and Lotus Petal since these end up in your grave after using them. When you loop through your deck and shuffle your graveyard back in, all your 1-drop spells are guaranteed to hit one of these spells. Providing more draw and mana each time.

The commander

Yidris, Maelstrom Wielder : A good card in grindy games with low amounts of creatures. Has a relevant bosy that can block most combat-focused commanders as well as other creatures. The deck usually tries to win without him, but he's a good magnet for counterspells and removal. If he isn't removed, he makes it easier to win on your next turn.


Abrupt Decay : This removal spell hits most cards that are played in cEDH, because of the low average cmc of cEDH decks. The fact that it can't be countered makes it really good, since it's almost guaranteed you will remove the permanent. There are a few spells that can stop it though, most notably Narset's Reversal . One of the most important things it cannot hit is opposing Jace, Wielder of Mysteries 's.

Ad Nauseam : Probably the strongest single card in the deck. It doesn't win you the game by itself but provides you with such a large advantage that it's hard to not win. It comes with a deckbuilding restriction to keep your average cmc as low as possible while still maintaining high card quality. The best moment to play this card is in the end step before your turn, or when other players are completely tapped out.

Assassin's Trophy : Another good 2 mana removal spell, which also hits lands when needed. Giving your opponents a land is a real downside though, since 1 mana can make the difference between an opponent winning a turn earlier or not. When played in storm, this card can be a soft wincon if you destroy everyone's permanents when looping.

Brainstorm : One of the best draw spells in the deck, since you can use fetchlands or other shuffle effects to get rid of cards you don't need. It can also be used to put good cascade targets (back) on top of your deck, which is especially good when a suspend spell ended up in your hand.

Chain of Vapor : Usually used to bounce back your own manarocks, sacrificing your lands in the process to get the last amount of mana you need. This should only happen in turns if you really aim to win, because you otherwise set yourself back too much. This also negates the usefulness of High Tide and cards that untap your lands, if you still plan to use those cards later that turn then it's likely better to hold off. If used as an interaction spell, it's often better to target someone else's permanent so that they are forced to sacrifice a land to deal with the actual problem. They can also let this burden fall on you again though, so be careful using this strategy.

Dark Ritual : Black is the deck's second most important colour, and using one mana to gain three is incredibly efficient, especially when it can be used to cast an early Ad Nauseam or Necropotence .

Demonic Consultation : Very good for finding your wincon, as well as exiling the rest of your library when you have found it by naming a card that is not in your deck. Casting it too early can exile too many cards, making it very hard or impossible to win, so try to hold on to this card until you have enough mana. Casting it too late increases the chance of exiling the named card in the first six, so waiting too long is also disadvantageous. If you know the bottom three cards of your deck and you aim to win with Jace then you can name one of those cards if they help your protect the win. This card is not that good in the storm variant of the deck, since you need a critical mass instead of a specific card.

Dramatic Reversal : This card combos with Isochron Scepter , but usually provides so much mana by itself that it is one of the best rituals in the deck. It can also go infinite with Bonus Round and Narset's Reversal .

Flusterstorm : A narrow counterspell, but one that is very hard to interact with because each copy is a spell itself. Mainly used for protecting your own combo. Counterspells are bad to cascade into, as you cannot cast them then, but you do need enough interaction when attempting a win.

Force of Will : A staple in most blue decks because it's a 'free' spell, even though exiling a card from your hand is a real cost. The one life usually doesn't matter that much. You need to run a certain density of blue cards to make this worth it, likely around 30, so it also comes with a deckbuilding restriction. Since the cost of casting it for 'free' is pretty high, use it only when you would otherwise lose or to protect your own combo. Five mana also hurts pretty bad with Ad Nauseam . In the storm variant, exiling a blue card would usually mean losing access to certain lines as well. This is less of a problem in the consultation variant.

Frantic Search : A free spell with a cmc of three, which makes it hit targets other spell can't hit when cascading. It's good card selection, but also card disadvantage because you also cast the spell itself. This card becomes increasingly better with High Tide , because that will gain you mana rather than just being free.

High Tide : Blue is the most important colour in the deck, which is why the deck runs a lot of blue based mana sources. A lot of these lands are islands, which makes this card often a blue Dark Ritual . It becomes even better when you also have cards that untap your land.

Impulse : Instant speed card selection that lets you look at four cards. Pretty good mostly because it's instant speed, but not the most efficient draw spell overall.

Lightning Bolt : Very good in creature heavy metas, since it can destroy Najeela, Tymna and other relevant creatures. In the storm variant this can also be used as a wincon during loops, but I don't recommend playing it if not often used as a removal spell.

Mana Drain : A counterspell that also provides you with mana during your turn, even though lots of colourless aren't usually needed. It still counters everything, and gaining the mana is a nice bonus.

Manamorphose : This spell is completely free, both returning you a card as well as the mana. The only downside is that you don't know what you're going to draw, and thus don't always know what colours to name. If the spell is copied or reduced in cost, it even gains you mana.

Mental Misstep : Most played counterspells are one mana, making this spell very good at protecting your combo at no mana cost. Also very good at countering your opponents relevant early spells when they're faster than you.

Mystical Tutor : A few of the most important cards in the deck are instants or sorceries: Tainted Pact , Demonic Consultation , Ad Nauseam , Wheel of Fortune and Windfall . This is almost always used to find one of these cards and continue with your game plan. It going to the top of your library can be a small downside, but depending on what you want to find, also an upside if you can cascade into that spell. It can also find you a lot of other cards, since most of the deck is instant and sorcery based.

Narset's Reversal : Most often used as a counterspell that can even target uncounterable spells. Keep in mind that they can still re-cast the original spell if they have the mana. Also very good to steal opposing Ad Nauseam 's and tutors as a tempo play. This card is the reason why you always leave the original unresolved when resolving Mind's Desire storm copies. In the storm variant, this can go infinite with a lot of cards.

Nature's Claim : An efficient answer to artifacts and enchantments, but thus also limited in what it can destroy. The four life is hardly ever relevant, but does mean that your opponent can pay some extra life into other effects if they are a black deck. In the storm variant this can help you gain a lot of life when looping, eventually winning with a Rolling Earthquake .

Noxious Revival : Free spells are incredibly good, especially so In yidris when they do still have a mana cost of one or higher. This spell is practically a tutor that only looks at your graveyard, most often being used to return a jace of labman when they both end up in the grave. In cascade turns, they can put relevant spells, often suspend spells, back on top of your library to cascade into while they also cascade on cast. It can even be used to stop opponents combos if they need to use a specific spell in the graveyard, such as certain Worldgorger Dragon or Protean Hulk decks.

Pyroblast : There is very often a blue deck at the table, but even if there isn't this spell can target non-blue permanent due to the specific wording. It won't destroy non-blue permanents though. The reason this card is doubly good is because it isn't dead when cascaded into, while the other counterspells often are.

Repeal : Most often used to return a mana rock back to your hand to draw a free card, but can also be used as interaction when needed. That does cost quite some mana though, but the added draw makes it good in almost any situation. Even just bouncing an opponent's Chrome Mox or Mox Diamond hurts.

Snap : This deck often struggles against creature based decks, and this spell syngergizes very well with High Tide while also being generally free, which is important during cascade turns.

Swan Song : One mana counterspells are very good, but often restrictive. So is this one, but it often hits important targets such as opposing counterspells. Keep in mind it only hits enchantments, and not artifacts. Also try to not give a bird to your opponents too early, unless needed, since that is going to likely cost you quite some life over the course of the game. It's often best to keep it to protect your own combo.

Tainted Pact *: One of the most important cards in consultation, as it can be used to both find your wincon as well as exile your library. When using Jace to win, it's often correct to make one of the bottom three cards of your library if that helps you protect your win, rather than just shortcutting to exile the rest of your library. It is also a good instant speed tutor that has you lose access to certain lines. Make sure you don't exile both your Jace and labman. In the storm variant this card is also pretty good, but you have to be even more aware of what lines you lose access to by exiling too much. You can be pretty liberal with exiling your deck in the consultation variant to find a specific card.

Vampiric Tutor : One mana tutors are very good, especially when they are instants. The two life is more than worth this card, since it represents the best current card in your deck. It loses some effectiveness in the later game when you need to threaten a win that turn, since you also need a way to draw a card.


Ancestral Vision : One of the better cards to cascade into, and can be suspended on turn one or two if you think the game is going that long. Often, it's better to keep it in your hand in later turns to put it back on top of your library with cards like Brainstorm or discarding it and putting it back with Noxious Revival . The fact that this card is blue is relevant for Force of Will and in a sense Chrome Mox .

Demonic Tutor : For two mana you can get the most important card in your deck. If you don't specifically plan to cast what you are searching this turn or the next, then it's likely better to keep it in your hand, see what else you will draw, and then decide what to tutor for. An exception to this rule is finding counterspells early to protect your combo later.

Duress : A proactive piece of interaction. Being a sorcery makes it hard to cast it at the most beneficial time, but the fact that it also provides information about your opponent's hand makes it incredibly good. This card you usually keep in hand until you are trying to win that turn or the next. By knowing other players' hands, you can also let the burden of interaction fall on players later in the turn cycle to deal with urgent problems. This can't hit creatures, which hasn't often been a downside, as you're mostly looking to strip away other people's counterspells.

Gamble : One mana tutors are good, especially when they go into your hand. This one is slightly risky because you have the chance that you discard what you tutored for. It might be unsafe to use gamble to find one of your wincons if it's the only one in your deck and you have no other ways of getting it back any more.

Gitaxian Probe : Free spells that draw cards are good, especially because this also triggers cascade. The information this gives can be used to see if you can safely try to win that turn or whether it's good to wait some more. it's almost always correct to pay 2 life rather than the mana.

Imperial Seal *: One mana tutors are good, but this being a sorcery doesn't let you hold up interaction as well in most cases. Still, it's an incredibly good card, but not one that you can't do without for budget reasons.

Inquisition of Kozilek : Most of the cards in cEDH are 3 cmc or less, hence why Abrupt Decay is also very good. This can often hit anything, and knowing what's in your opponents hands helps you decide whether you can try to win that turn. The most important cards this cannot hit are Force of Will , Jace, Wielder of Mysteries and Ad Nauseam . You can also let the burden of interaction fall on players later in the turn order if you know they have a spell to deal with something.

Mind's Desire : Seems like a costly card, but this usually provides you with a lot of card advantage and even mana advantage after just a few spells. This is especially strong in cascade turns, where almost any spell you cast will also let you cast another spell for free. When resolving this, resolve all the copies while leaving the original on the stack as long as possible, in case you can return it to your hand with Narset's Reversal . Even in the worst case scenario, where it exiles a lot of lands, you will not draw these lands in following turns. In the storm variant, this spell can be used to make looping more consistent by letting unwanted cards stay in exile.

Ponder : Great card selection that lets you look at four cards, either the top three or the random card on top of your library after shuffling. Great for finding specific cards you need.

Preordain : Another great card selection spell for just one mana, possibly digging a total of three cards deep. Scrying is a little less relevant with the amount of shuffling the deck does, so cards hardly stay on the bottom of your library for long, but at least you will not draw those cards now.

Regrowth : Not so good in the early turns, but can be used to get a specific spell out of your graveyard that you need later in the game, for example wheel effects that were already used. Also relevant to get back one of your win conditions, since the deck only contains two. Don't hesitate returning a fetchland if you need to hit your landdrops. In the storm variant this can be used in infinite loops.

Rolling Earthquake : A boardwipe that can semi-control the cards you are going to cascade into by selecting different values for . If your life total is higher than that of all your opponents then you can also use this as a win condition, but it will likely cost a lot of mana. As this card doesn't cost life to cast, it hurts less when it gets countered.

Thoughtseize : Another proactive way to protect your combo. This spell can hit everything, but at the cost of two life. That's not much, but it is going to limit the amount of cards you can draw with Ad Nauseam and Necropotence . This card is better if you often need to hit forces, Jace or creatures. The information this provides can help you decide whether to go off or not. If you know an opponent later in the turn cycle has interaction, you can let the burden of interaction fall on them.

Wheel of Fortune : This card becomes progressively worse later in the game since it often refills your opponents hands just as much. It's good to quickly cast a lot of spells, then follow it up with a wheel. If played incredibly early, it can even disrupt your opponents hands. In the storm variant, it's better to tutor for this card than Timetwister in almost all cases, to fuel Yawgmoth's Will or simply to keep twister safe from graveyard hate for loops.

Windfall : Another wheel effect, also generally gets worse later in the game. Overall, Wheel of Fortune is often stronger, but sometimes an opponent has drawn a lot of cards and has more than seven in his hand, in which case windfall will draw you even more cards. Drawing four to six cards for three mana is still an incredibly good ratio, but be careful not to refill you opponents hands too much as well.

Yawgmoth's Will : Over the course of a game a lot of spells will end up in your graveyard, this spell enables you to replay them all. Don't feel bad for casting this card early just to get value out of it, you don't always need to win the game after resolving it. Remember that this card exiles itself because of its own effect. In the storm variant, casting this card makes it so you are unable to win using loops that turn.


Arcane Signet : Signets and talismans are already pretty good, and this doesn't cost you life or require additional mana, as well as tapping for all relevant colours by itself. The best signet or talisman in the deck.

Chrome Mox : Exiling a card from your hand is a real cost, especially in the storm variant. But being able to cast something a whole turn earlier usually rewards you more, especially if it's a large payoff card as described in the 'how to play' section. Don't exile cards that you assume you will need to win that game. Exiling a red or green card is usually not that good, since you don't need much of that colour.

Dimir Signet : The deck needs a certain density of ramp cards as well as artifacts. The signets are generally better because they can tap for mana instantly, but blue and black are so important that a signet isn't bad. Costing generic mana is also pretty good during cascade turns, since there are a few effects that only provide colourless mana.

Fellwar Stone : You opponents usually play enough colours to make this the second best signet or talisman in the deck. It can be tapped without further mana or life investment.

Lion's Eye Diamond *: A card that gives quite some mana, but can only be used together with specific spells such as tutors and wheels. Very good when these cards come together, but less so when you only have the LED. Always a risky card, since the spell you respond to might be countered, leaving you with nothing in hand. At the very least it can be used for metalcraft and storm.

Lotus Bloom : A decent card to suspend on turn one or two, in later turns I would rather keep it in my hand to put back on top of my library in some way unless you know the game is going to go longer. One of the best targets to hit during cascade turns, it's a Black Lotus then.

Lotus Petal : Being able to cast spells a turn earlier is incredibly good. Sometimes it's better to keep on the field to turn on your Mox Opal , but otherwise don't be afraid of using it, even on something like a talisman.

Mana Crypt : The deck doesn't have that much generic costs, but ramping yourself by two for 0 cost is amazing. This could mean turn 1 wheels, or early "free" talismans.

Mox Diamond : The deck doesn't run that many lands, so it can sometimes be hard to fulfill this condition. If the choice is between playing the land or the diamond, it's often better to just play the land, unless you can abuse the fact that it's an artifact, for example by untapping it or to attain metalcraft. Because of this card it's usually correct to hold up one land during cascade turns. If you cascade into it and expect to have a land later than turn, then don't cast it yet. You are likely to cascade into it later that turn.

Mox Opal : This artifact comes with a deckbuilding restriction, namely needing to play enough artifacts to consistently have two others in play. Because of this, it's often correct to remove the opal if you play less than 15 artifacts. In Yidris this amount can be around 13, as your cascade turns practically guarantee hitting enouh artifacts.

Sensei's Divining Top : A repeatable filtering effect that synergizes with different strategies. It is an artifact for metalcraft. It can draw you the necessary card with a topdeck tutor immediately. It soft-locks people together with Counterbalance and it allows you to draw additional cards with untap effects if you respond to the actication with an untap effect.

Sol Ring : The deck does't need a lot of colourless mana, but getting one mana instantly and then two every following turn is incredibly good. It also doesn't have any real downsides. There should be a very good reason to not include this in your deck.

Talisman of Dominance / Talisman of Curiosity / Talisman of Creativity : The talismans are slightly stronger than signets because you don't need an additional mana to activate them, while the lifeloss isn't usually that much. It is going to stack up over the course of a game though, making you draw less cards with Ad Nauseam and Necropotence . In some cases you can also use them to tap for colourless, but the deck is quite colour intensive so this hardly happens. All talismans are blue focused since that is by far the most important colour in the deck.


Arbor Elf : With 11 relevant lands in the deck (duals, shocks and fetches) there are usually enough land that enable this card. Sometimes you can fail in finding a forest though, which makes this card do absolutely nothing. Tapping for blue is rather important in the deck though.

Baral, Chief of Compliance : The deck doesn't play that mana card that benefit from the cost reduction, but enough to make it quickly worth it, especially when having drawn a lot of cards with your payoff spells. The fact that it can block and survive certain commanders and other creatures makes it very playable, saving you some life over the course of a game. The looting when you counter something is icing on the cake, try to not forget he has that ability. This synergizes especially well with Counterbalance as it also triggers on spells countered by abilities.

Birds of Paradise : Can tap for any colour while only casting one, one of the best mana dorks in the deck.

Deathrite Shaman : One of the other best mana dorks in the deck. While it can fail to produce mana if there are no lands in graveyards, the other abilities provide you with an alternative win condition as well as some life. There being no lands in graveyards hardly ever happens with the amount of fetches players run, and there's almost no downside to exiling your own fetchlands aside from cards like Regrowth and Yawgmoth's Will . In the storm variant this can be used as a consistent back-up wincon because of loops.

Dockside Extortionist : This card is often better than most rituals we have, and can make a lot of mana in a turn. I like to compare it to Cabal Ritual which costs two and adds five. This card is slightly worse than cabal if it makes less than 5 mana, but even then it has the upside of adding mana in different combinations of colours as well as not needing threshold, and you can use it the next turn(s) as well. The artifacts also help attain metalcraft for Mox Opal . Having two toughness also makes it able to block mana dorks to deny Tymna triggers. If this card often makes three treasures or less I would consider cutting it.

Elves of Deep Shadow : Black in the second-most important colour in the deck, so this is a good inclusion. Losing 1 life every time you use it does decrease the effectiveness of a few other cards, and makes it harder to use in the infinite mana-untaps combo.

Laboratory Maniac : Because the deck would otherwise only run one wincon, this card is there for backup. It's slightly worse than Jace because you need a draw spell in addition to the other cards you need for the combo. Winning with jace costs , whereas winning with a draw spell and labman costs . Sometimes your mana simply doesn't allow you to use Jace. Don't be afraid of exiling this card when attempting a win with Jace, but keep in mind that you have no way to win the game if you lose access to both.

Notion Thief : Combos with the wheels played in the deck, making you draw all the cards and your opponents none. Also very good as an instant speed interaction piece when other players are generally drawing a lot of cards. The card is easy to counter or remove, so don't go all in on this card if you can avoid it.


Carpet of Flowers : A card that does nothing against non-blue decks, but in most cases there will be a blue deck at the table. This can easily give you two or three mana each turn, as well as choose the colour of mana you need. This is stronger than most of the one-shot rituals in the deck.

Counterbalance : Most cEDH decks run cards that have around the same mana cost. Often, it's good to completely make your opponents unable to play cards of a certain mana cost. In certain scenarios, it's better to not reveal the card if a player spends resources to deal with another player. This card doesn't offer certain protection, but rather situational protection.

Mystic Remora : One of the best cards in cEDH decks, practically an auto-include in every deck that can run it. Either people decide to 'not feed the fish', severely hampering their options. Or you draw a lot of cards for a low mana investment. It's usually right to stop paying for the upkeep once you see you have more impactful cards already in your hand.

Necropotence : Really food in refilling your hand, but more importantly finding the specific cards you need to win the game. I don't recommend using this to refill your hand every turn, as losing your draw step is going to cost you a lot of cards over a longer game. There's no hard rule on how much life to pay. Often it's better to see what kinds of cards you still need, how many cards are in your deck and estimate how many cards you would need to dig to find all needed cards. Do remember that you permanently lose access to everything exceeding seven. The discard-to-exile is a trigger you can respond to, if you really need to save something. In the storm variant of the deck, this card is less good as you need a high density of cards and discarding to exile is going to shut off certain winning lines.

Rhystic Study : More of a stax effect, good players know to pay . If your meta hardly pays, then this is a fantastic include to draw you a lot of cards over the course of a game. It doesn't do anything during the combo turn, and three mana is also a bit high to just play it for storm count.


Jace, Wielder of Mysteries : The primary wincon of the deck. It's often not correct to play this card for value, as you have almost no way of protecting a planeswalker. The biggest upside of jace is that the draw effect and win effect are on the same card. He does cost a lot of blue mana though, which is something to be prepared for. As Jace's effect is a replacement effect, cards like Notion Thief or Narset, Parter of Veils will not work against Jace with an empty library. Since you're the affected player, you can choose if you want your opponent to draw a card or if you want to win the game.


Arid Mesa / Bloodstained Mire / Flooded Strand / Misty Rainforest / Polluted Delta / Scalding Tarn / Verdant Catacombs / Windswept Heath / Wooded Foothills : Fetchlands can slightly thin your deck, which might increase your win percentages by a small margin. Practically, this will only be relevant when playing hundreds of even thousands of games. The main reason why these are good is because they can find you your dual and shock lands, which ensures you can hit the right colours when needed.

Tropical Island / Underground Sea / Volcanic Island / Bayou / Badlands *: The very best lands that tap for more than one colour. They enter untapped, have basic land types and don't have additional costs. The only downside these have is that they don't tap for all four colours and that they are nonbasic hate, and sometimes get hated out.

Breeding Pool / Steam Vents / Watery Grave : These have basic land types, meaning they can get fetched and enter untapped when needed at the small cost of 2 life.

Morphic Pool : A land that taps for the primary colours that practically always enters untapped.

Island / Snow-Covered Island / Snow-Covered Swamp : There are a few cards that hate on nonbasic lands, so the deck still runs some basics so that is able to interact with decks that play these cards. There are also a few spells that let you look for basic lands, most notably Assassin's Trophy . Island are also important for High Tide .

City of Brass : A land that taps for all colours that only deals one damage to you, great for getting the right colours at the right time. The damage is a triggered ability, so you can win or gain life in response to the trigger to not die.

Command Tower : The best all-colour land in this specific format, having no downsides except getting hit by nonbasic land hate.

Exotic Orchard : With the efficient manabases each cEDH deck has, this land also often taps for all colours. The downside is that this doesn't tap for anything if you play first and play this as your land.

Forbidden Orchard : This card is a little worse than the ones that deal damage to you, since you have very little ways to deal with the creatures, often causing you to take more damage in the long run. You need a lot of lands that can tap for all colours. This card does provide other players with blockers for Tymna the Weaver , which denies your opponents resources.

Gemstone Caverns : If this land is in your opening hand and you're not playing first then you're effectively ramping yourself at the cost of a card. It's also a land that taps for all colours. Tapping for colourless is a real downside in other cases.

Mana Confluence : A mana of any colour for one life is a good ratio. This is a cost rather than a trigger, so you can not respond to it. It can also not be prevented.

* = Currently proxied


Cabal Ritual : Two mana to gain five is a good ratio, but you do need at least seven cards in your grave. The ritual being the 7th doesn't count. This is very good with the amount of one-time use spells in the deck, but the card isn't that good if you can't consistently get seven cards in your grave.

Counterspell : A fine card, but the average cmc of most decks is so low that this usually does not provide a tempo advantage. Counterspells are less good in multiplayer formats anyway, since both you and one opponent spend a resource and your other opponents didn't do anything. Two mana is usually a bit too much to be able to protect your own combo as well.

Cyclonic Rift : The overload is good in staxy matchups to completely clean the board. Since this deck is trying to go fast and my meta also plays fast decks this is usually always a bounce spell for two mana. I can see people running this if their games usually go long and they can overload it every now and again.

Dig Through Time : Since storm usually needs a high density of cards, rather than specific pieces I believe Treasure Cruise to be the better card of these two. This card isn't run for the same reason, namely the high cmc. I would also not run both in a deck, even when not running Ad Nauseam , since that is a little too harsh on the graveyard.

Growth Spiral : Haven't tested this, but this seems like a good cantrip that can help you filter through your lands while looping through the deck. The number of lands this deck runs is so low, though, that it's very likely that you will not have any extra lands in your hand while setting up.

Gush : A good card, but 5 mana was a bit on the high side considering the cost of having to return two islands, which makes a few other cards such as High Tide and Chain of Vapor worse. A 'free' five mana spell seemd good for cascading, but the average cmc of the deck is so low that you're usually getting a 1-drop anyway.

Hurkyl's Recall : A good card for bouncing all your rocks and replaying them, gaining a mana advantage. It can also be used on your opponent's stax pieces before trying to go off. That second part was never needed in my meta, but I can see running this card if you can actively use it against your opponents as well. Also hurts a lot when cast in response to a wheel.

Lim-Dul's Vault : This tutor is often played to find you the specific card you need to win the game the next turn. This deck doesn't really play that type of card, making this spell way less efficient. A top of library tutor for two mana also is not that efficient, while the lifeloss negatively affects your naus turns.

Opt : A filler card to find the cards you need. This being instant speed makes it so you can hold up interaction, but it doesn't dig much. Not a bard card to include, but not a great card either.

Pact of Negation : Counterspells are good, especially if they can protect your combo. Sadly, that's all this card is doing, it's quite bad to use against cards during setup. I'd rather have my cards be good all game, rather than just during the combo turn. The zero cost also makes it very easy to cascade into, which weakens the Yidris turns.

Plunge into Darkness :

Remand : A counterspell that also draws a card, usually a good tempo play when countering a high converted mana cost spell. Since we play a multiplayer format, that usually means the other players have gained a slight advantage. This card can also save one of your own spells, or return Mind's Desire back to your hand for even more free cards. Using Bonus Round this card can combo with spells that gain a lot of mana, but only if each spell is resolving four times.

Spoils of the Vault :

Veil of Summer : A good protection piece, although very narrow. Is incredibly good if your meta has a lot of counterspells, especially when you want to loop through your deck, but not as spectacular if you often have to use it as a one mana draw on someone else's turn, especially when you lose the option to hold up mana for interaction if you have to use it as a draw spell.


Bonus Round : Copies every instant and sorcery you're going to play that turn. The double red can be hard to achieve, but this card is often worth it in storm strategies. Do keep in mind that you want to play at least 3 mana worth of other instants and sorceries, and that your opponents instants and sorceries are also copied that turn. This card enables infinite combos and makes looping through the deck significantly easier. Remember that it's not optional to cast the copies.

Dark Petition : This card is usually described as a second copy of Demonic Tutor since it gives you three mana back if it resolves. The high mana cost made it rather clunky to use with Ad Nauseam , and the BBB could often not be used for the spell you were tutoring for. If an opponent countered this spell, you also often lost your whole turn.

Doomsday : This card is practically only played with and because of laboratory maniac, a cost of BBB is both hard to achieve and quite high for a spell that doesn't help the primary game plan.

Merchant Scroll : A two mana tutor that can find all pieces of High Tide , Snap and Frantic Search . It can also get you both Narset's Reversal and Dramatic Reversal for the infinite reversal combo if you have another way to get Bonus Round . Can also get you a counterspell if you think someone will stop you and you need to protect a spell. The biggest difference with most other tutors in the deck is that the card goes straight to your hand, rather than to the top of the library, so this card is not card disadvantage.

Past in Flames : This card is good in modern storm, but less so if you have access to all the strongest pieces in four colours. Four mana is usually a bit too high for a card that also requires investment in all the other cards you need to play, especially since you cannot recast most of the fast mana that you can recast with Yawgmoth's Will .

Scheming Symmetry : A one mana tutor, but unless you can draw the card that turn and win with it you're very likely to give one of your opponents a free tutor, which they can use the next turn and probably win with. Another example of a card that is good during the combo turn, but not as good while setting up.

Serum Visions : A decent filtering card, but the worst of the available options since it scries after the draw. The deck plays a lot of shuffle effects, and this also isn't instant speed so you can hold up answers. Not bad, but not interesting either.

Summer Bloom : A good card that works like a ritual which is usually only usable during the combo turn. The other turns there are likely not enough lands in your hand to make this card work. A two mana spell that gives three mana is also not too amazing, although this does combo with cards that care about your lands.

Timetwister : A three mana draw seven. Sometimes, you quickly play all the cards in your hand and draw a fresh hand to continue your combo. This card is also the easiest spell to start looping with infinitely, since it places a lot of cards from your graveyard back into your library. In storm strategies, this card is hard to leave out. In consultation decks, it's better to not reset your progress towards an empty library. This card and Yawgmoth's Will also decrease each other's effectiveness.

Toxic Deluge : Another good card against creature decks, but the amount of life you have to pay usually adds up to a few extra cards that could have been drawn. You also usually spend your whole turn simply casting this spell. Another good example of speed versus protection.

Treasure Cruise : I would play this card if the cmc of eight didn't hurt so much with Ad Nauseam , which is our primary game plan. It's quite easy to delve away a few cards that you do not need any more to turn this into an Ancestral Recall . There are a few cards in the deck that care about cards in your grave, which do become weaker if you would play this.

Wheel of Fate : While this card is very strong in cascade turns, it is absolutely horrible in a regular game. Paying two mana and telegraphing for four turns that a wheel is coming gives your opponents ample opportunity to prepare for it, either countering it or emptying their own hands. Four turns is also such a long time that the game can often already be over when it comes off of suspend.


Aetherflux Reservoir : The most common way for storm strategies to win. If it's the first spell you play, you only need to cast 17 other spells to kill three opponents, even starting from 1 life. When player later in the combo turn, it's easy to gain large amounts of mana. There's no shame in playing this early and hoping it survives a turn to be able to win, or playing it early to gain the life against more aggressive decks.

Bolas's Citadel : A sorcery speed and removable ad nauseam, that stops your combo if you hit a second land on top, which happens rather quickly. Since it's a permanent, it's also pretty easy to remove, often costing you six mana versus their one or two. You don't have to pay the mana cost for spells though, which is better than ad nauseam. Also combos with Sensei's Divining Top , where you can draw a card, put the top on top of your library and then replay the top for 1 life. Lotus Bloom and Ancestral Vision can be played off the top for 0 life.

Cursed Totem : And the third case of speed versus protection. This card has the added downside that creatures can still attack you, which is going to cost you even more cards and thus speed. Does cost less mana overall though.

Helm of Awakening : This card is only good in the combo turn, and the deck strives to only play cards that are good during the whole game. Playing this card early when setting up can sometimes provide your opponents with the resources they need to win the game.

Isochron Scepter : Like engine, this is a card that is usually not needed to win, but makes it easier. The main combo is using this with Dramatic Reversal to make infinite mana and storm, then winning with aetherflux or bounding it and putting a game winning instant under it. The initial investment, four total, is high and it is very susceptible to removal. Your important spells are also permanently exiled. If you can run this almost risk-free, it might be worth it, but I can't imagine a pod where that's the case.

Mana Vault : A colourless 1 mana spell that gives you 3 mana in one go, which can also be used in later turns. Incredibly efficient, and the life loss can usually be ignored since you end the game before it matters. If you can't end the game quickly, the life loss will tick up and make a few other key cards less good. The deck also doesn't play that many cards that require a lot of colourless, so some games you simply have too much colourless mana producers in play.

Mox Amber : The moxen are incredibly easy to cascade into, so this is a mox that taps for all four colours if we're doing a Yidris cascade turn. As mentioned in the description though, Yidris is more of a backup plan, making this card only tap for mana if Baral is in play, that's sadly too narrow.

Mox Tantalite : Also a good cascade target, but doesn't do as much as the other suspend spells if you ever have to suspend it. Since suspending it does have to happen sometimes, I'd rather run the cards that draw three or gain three mana than one that gives me one extra mana starting turn four at the earliest.

Paradox Engine : (currently banned) This card does a lot of work for me and it felt bad cutting it, since you hardly ever have mana problems with this card on the battlefield. The thing is, the card was usually not needed. I get that people play this card, I didn't believe it myself when other people said engine wasn't usually needed, but it's true. You're usually better off cutting five mana cards that you do not directly need.


Dark Confidant : Good in grindy matchups, but not as good for your primary game plan. Every extra card you draw, your opponents will also all have drawn a card. You draw one extra card versus their three, which is not good if you're trying to be the fast combo deck.

Dreadhorde Arcanist : A good grindy card which requires you to have a lot of 1-cost spells in your graveyard, this might be hard to achieve in some cases and not all spells are worth flashing back. Also doesn't do anything in the combo turn.

Erayo, Soratami Ascendant : (currently banned) A good one-sided stax piece as well as protection card when you want to go off. Should be easy to trigger in a storm deck, but opponents could satisfy the condition as well. This card is currently banned, mainly as it is a legendary creature, but I suspect this card could be unbanned one day.

Goblin Electromancer : The deck usually doesn't need a second cost-reducing creature, but this deck can also block and kill a few relevant commanders, such as Najeela, the Blade-Blossom . If creatures are less relevant in your meta, I would not include this card.

Orcish Lumberjack : A strong card to use in a storm turn. It's not as good when setting up, since the and can often not be succesfully used, and losing a land permanently is a real cost. Especially since this decreases the effectiveness of Chain of Vapor and sometimes High Tide .


Sylvan Library : Another card which draws you extra cards, possibly two this time, versus your opponent's three cards per round. Paying four life per card is also not a rate I am interested in, since this is going to cost you cards with Ad Nauseam later.

Waste Not : Synergizes well with the wheels and discard spells in the deck. In a singleton deck you will not find these cards all the time, and often there are better cards you can play on turn two as well. Becomes better if your opponents also play a lot of wheels or discard in their decks.


Ancient Tomb : Lands that tap for two and come in untapped are good, but we still don't run this since we usually need all the coloured mana we can get. If your deck runs a lot more signets or other colourless spells it might be a good inclusion, but that also likely means the average cmc of your deck is a bit higher. The life is also going to cost you cards later in the game.

Reflecting Pool : While this card is very strong in decks with multiple colours, this deck needs four different colours as soon as possible. This card becomes better when your deck contains a lot of cards with double or triple of the same mana symbol. This card also made some starting hands unkeepable because it doesn't produce mana if it's the only land.

Taiga : Blue and black are the main colours of the deck, so a card that taps for the two secondary colours is not that relevant.

Tarnished Citadel : While it's incredibly good to have a land that taps for all colours, three damage is a lot and hurts your overall gameplan too much.

The Tabernacle at Pendrell Vale : Backbreaking meta card against creature decks since we're so low on creatures ourselves. It doesn't tap for mana though, so including this is going to make your deck become slower. There is a point where you need to make a choice between speed or protection, and while this is an incredibly good protection piece, the regular game plan of the deck becomes slower.


In: Merchant Scroll , Opt

Out: Regrowth , Serum Visions

I actually made these changes earlier, but started to track my changes since now. Regrowth didn't do anything for me most of the time, even though it's good in theory. I wanted to try out Merchant Scroll even though it's narrow. Trying Opt over Serum Visions because I feel instant speed might help me combo with Paradox Engine more often, or lets me leave mana open for counterspells. Scry before drawing also seems more relevant in most games. Scry 2 is good while cascading though, so I might put visions back in some day.

Update (27-01-18):

In: Birds of Paradise , Abrupt Decay

Out: Izzet Signet , Opt

Opt isn't that exciting either, I'd rather run a piece of removal and be slower than run a mediocre card. Birds of Paradise was in the list earlier, but was removed to help with metalcraft. It's a lot better than a signet though.

Update (21-02-18):

In: Elves of Deep Shadow , Culling the Weak , Inquisition of Kozilek & Exotic Orchard

Out: Doomsday , Laboratory Maniac , Rain of Filth & Urborg, Tomb of Yawgmoth .

One of the biggest changes I'm probably going to make in a long time, maybe ever. I never needed the backup labman win in over 100 games, and the deck is more consistent when not running two 3 drops that do nothing during the combo turn. Rain of Filth is too much a burden on the landbase when also running Gush (for now?) and Chain of Vapor .

Update (03-03-18):

In: Nature's Claim Fellwar Stone

Out: Culling the Weak , Elves of Deep Shadow .

I didn't test this enough, but I already feared I wouldn't like these cards. I didn't... Switched them for two generically good cards so the current list doesn't run any cards I don't like.

Update (05-04-18):

In: Helm of Awakening , Future Sight

Out: Lion's Eye Diamond , Gush

Lion's Eye Diamond and Gush were still in the deck from when Doomsday and Laboratory Maniac were played, but aren't that amazing by themselves. An additional A+B combo fits nicely into the deck, and I could use more card-advantage anyway. The cmc of these cards is quite high, and I don't like that helm can't be cast safely early, but it seems like the best option for the deck right now.

Update (18-07-18):

In: Bonus Round

Out: Toxic Deluge

I haven't tested with Bonus Round too much yet, but it has won me the game several times. Often it provides as much value as Yawgmoth's Will . It copies your opponents spells too, which hasn't been relevant yet, but is something to be wary of.

Update (14-10-18):

In: Snap , Mnemonic Betrayal , Assassin's Trophy

Out: Helm of Awakening , Future Sight , Lim-Dul's Vault

Bonus Round has won me even more games, so it stays in. Because of this, Snap has enough payoff cards to be worth it. I did not like Future Sight and Helm of Awakening that much. Since I needed room for Snap , I cut both those cards and added Mnemonic Betrayal as a lategame payoff card. Assassin's Trophy destroys all permanents while under an Isochron Scepter with Paradox Engine . I removed Lim-Dul's Vault because it's card disadvantage. Rhystic Study is a tad better.

Update (03-03-19):

In: Lightning Bolt , Regrowth , Opt , Elves of Deep Shadow , Arid Mesa , Windswept Heath

Out: Flusterstorm , Swan Song , Isochron Scepter , Hurkyl's Recall , Paradox Engine , Spire of Industry

This seems like a big change, but is more a meta-shift. There's a lot of creature based decks in my meta, so the counterspells are less good. They were already not good to cascade into. I took those out for a bolt and elves, one to remove problematic commander, the other to ramp into my own commander a bit more quickly. I considered running Toxic Deluge again, but decided against it. Bolt has the added advantage of being a wincon during loops. To make that side of the deck more consistent, I removed Paradox Engine and Isochron Scepter and added Regrowth . Additionally, Hurkyl's Recall is not that good against creature decks, and Opt is card-neutral. Lastly, Spire of Industry was changed to another land because the number of artifacts got low, and I added an additional land.

Update (04-04-19):

In: Bolas's Citadel , Narset's Reversal

Out: Mnemonic Betrayal , Night's Whisper

Bolas's Citadel is a weaker second copy of Ad Nauseam , and might be one of the most important new cards for any competitive (storm) deck. Narset's Reversal can go infinite with Bonus Round and a few other cards in the deck, while also being a good soft counterspell and copy effect. I cut Mnemonic Betrayal because I wasn't happy at drawing it in any point of the game, and it was especially bad against decks full of creatures. The last cut was a toss up between Night's Whisper and Opt . Something instant speed seemed slightly better to me.

Update (01-06-19):

In: Arbor Elf , Goblin Electromancer , Snow-Covered Island , Snow-Covered Swamp

Out: Reflecting Pool , Cyclonic Rift , Island , Swamp

Arbor Elf seems interesting with High Tide and is a fine dork on its own, although getting a forest in the early turns might be tricky. Goblin Electromancer is a fine cost reducer, but more importantly a card that blocks Najeela, the Blade-Blossom and Tymna the Weaver . I removed a land again to get more value from Bolas's Citadel , and removed Cyclonic Rift because I can't remember the last time I overloaded it. Changed two basics to snow because they will be good if I decide to run Tainted Pact , it currently does not have any practical effect on the deck.

Update (05-07-19):

In: Tainted Pact , Snow-Covered Island , Lion's Eye Diamond

Out: Dark Petition , Island , Necropotence

Once the snow lands got in, I started testing Tainted Pact and was surprised by how effective it is. Being instant speed really helps a lot. Since you can lose access to certain lines when exiling too much, it's a complicated card to play. Changed yet another basic land to a snow-covered one to make hitting duplicates less likely. Because of High Tide and opposing Back to Basics I feel it's not correct to remove the basic lands. The odds of hitting duplicates is rather low anyway, although not zero. I put LED back in because I noticed I was having problems with hitting metalcraft for Mox Opal and I currently run more spells that provide an opening for using LED than when I had cut it..

Update (02-08-19):

In: Izzet Signet , Simic Signet

Out: Bolas's Citadel , Waste Not

Bolas's Citadel is an incredibly good card which often wins you the game, but it's also a six mana spell that sometimes does nothing because you hit two lands. Waste Not has also not been doing much lately. I considered running Dark Petition or Cyclonic Rift again, but these were either too expensive or not impactful enough. The signets can help with metalcraft while also setting up for an earlier commander, and making cascades easier since they cost generic mana. When Arcane Signet gets released, one of these will get replaced. I'm still testing Veil of Summer , which is very good in certain games and does absolutely nothing in others.

Update (23-08-19):

In: Bayou , Badlands , Taiga , Dockside Extortionist

Out: Island x2, Snow-Covered Island , Opt

I practically never play against nonbasic land hate any more, which allows me to cut back on the amount of basic lands. Even in games where it is played, other players get hosed by it just as much and want to also get red of it. Adding the nonbasic lands is generally good, but also makes cards such as Arbor Elf and Tainted Pact better. I have been playtesting Dockside Extortionist since it was spoiled and it usually gives around 5/6 treasures, which makes it one of the best rituals in the deck. I cut Opt , as this was one of the filler cards still in the deck. Lastly, I decided not to run Veil of Summer . It was often awkward to cast because of player order to just let it draw a card. It's a fine card if your meta runs a lot of counterspells, but not amazing if the amount of interaction is medium

Update (06-10-19):

In: Morphic Pool , Arcane Signet

Out: Taiga , Simic Signet

I hardly ever fetched a Taiga , and Morphic Pool taps for the most important colours. The fact that it can't be fetched is hardly relevant because there are enough other fetchables in the deck. Arcane Signet is strictly better than any other talisman or signet. Getting double red for Bonus Round is pretty important, and I isually fetch green based lands before red ones, so I decided to cut the green signet.

Update (13-10-19):

In: Jace, Wielder of Mysteries , Laboratory Maniac , Necropotence , Demonic Consultation , Swan Song , Flusterstorm , Talisman of Dominance , Talisman of Creativity , Talisman of Curiosity

Out: Aetherflux Reservoir , Bonus Round , Timetwister , Merchant Scroll , Remand , Cabal Ritual , Goblin Electromancer , Mana Vault , Izzet Signet

When I removed Doomsday and Laboratory Maniac from the deck, I called that the biggest change I would probably make to the deck, maybe ever. I was wrong. Winning by drawing your deck is back as a wincon, but now more efficient than ever. Jace, Wielder of Mysteries provides the same effect, while not needing an additional draw spell. Doomsday itself has also been replaced with Tainted Pact , that was already in the deck, and Demonic Consultation . This package is a good fit for Yidris since the commander itself is already very proactive, rather than reactive. Setting up for the combo turn becomes significantly easier when you have consistent access to a few of the best mana rocks. A lot of the cards are used in both variants, so the deck mostly plays the same. The difference lies in how you end the game.

Using this as a wincon is both faster and needs less setup than storm does. The deck is also more resilient and cares less to not at all about the graveyard, and cares less about Rule of Law effects. The deck is also less dependant on having access to certain cards, so you can play more aggressively with cards like Chrome Mox , Force of Will , Tainted Pact , Necropotence and Yawgmoth's Will .

Since you use certain cards more agressively, twister loops cannot be guaranteed any more, so Timetwister is cut. It's still a fine card to include, but it makes your Yawgmoth's Will worse. Resetting your progress towards an empty deck can also be frustrating at times. The deck is only capable of winning off Jace or labman, and can't fall back to an alternative win condition. This is not much of a problem, since twister loops were often not relevant. And if so, mostly because the deck wasn't fast enough.

A few of the other cuts were especially good for twister loops or comboing with the reversal package. Since this isn't relevant any more, these could be cut. Mana Vault was cut because the deck is even more focused than before. Producing colourless usually doesn't make it. Talismans were included over signets since they have to be re-used less, while getting the exact right colours of mana has become even more important. Counterspells are once again included because storm needed a high density of cards, while this variant will need to protect their combo. Because the focus is more on finding and protecting a specific combo, rather than reaching critical mass, the following cards that were dubious in storm have become significantly stronger: Chain of Vapor , Force of Will , Imperial Seal , Gamble , Mystical Tutor .

The average cmc of the deck has gone down slightly because of these changes, which makes the deck able to go off even faster. As an additional bonus, the deck has become significantly cheaper, on the basis of not needing a timetwister alone. That card could not be cut in the storm variant as it was integral to the deck. It's not that relevant for this variant, which will make it easier to build for people on a budget. For people who really like the storm variant, I will still be testing and maintaining cards.


Plunge into Darkness , Veil of Summer


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Top Ranked
Date added 2 years
Last updated 6 days

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 1.70
Tokens None Treasure, 1/1 Spirit, 1/1 Bird
Folders cEDH, Excellent Primer, cEDH Cube, Deck to Build, stormy, EDH decks I like
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