Okay, so, allow me to start by explaining the inspiration for this deck; I am what you would call a Spellslinger- a player who prefers casting instant and sorcery spells in lieu of creatures as a means of winning. The fewer the better, in my honest opinion. However, I also like to have fun and when I saw Commander had released a low costing legendary that could grant my spells Cascade, well, I just had to start brewing. Instead of using his ability to drop out multiple creatures while generating as much value as I can off of expensive spells, this deck intends to cast nearly twenty spells within the first few turns, control the board mid game and absolutely ruin your opponents decks through massive spamming of Wheel and Windfall effects, because screw having a logical hand! So, without further ado, let's look at the deck list.
Note: Certain cards can and may be swapped out for certain cards from a "Honor Board"
Commander
Yidris, Maelstrom Wielder
Creatures
Charmbreaker Devils
Consuming Aberration
Dragon Mage
Intet, the Dreamer
Archaeomancer
Diluvian Primordial
Etherium-Horn Sorcerer
Ulamog, the Infinite Gyre
Jace's Archivist
Runehorn Hellkite
Bloodbraid Elf
Arjun, the Shifting Flame
Instant
Ancient Excavation
Evacuation
Rewind
Psychic Spiral
Bituminous Blast
Breath of Malfegor
Relic Crush
Rakdos Charm
Harrow
Treacherous Urge
Sorcery
Windfall
Reforge the Soul
Whispering Madness
Wheel of Fate
Dark Deal
Molten Psyche
Make a Wish
Behold the Beyond
Languish
Volcanic Vision
Decimate
Journey of Discovery
Grave Upheaval
Diabolic Vision
Diabolic Tutor
Barter in Blood
Mind Grind
Past in Flames
Far Wanderings
In Garruk's Wake
Gruesome Encore
Seek the Wilds
Cruel Ultimatum
Blasphemous Act
Grapeshot
Ignite Memories
Shreds of Sanity
Pull from the Deep
Spelltwine
Skull Rend
Recross the Paths
Enchantments
Possibility Storm
Future Sight
Megrim
Lilliana's Caress
Sphinx's Tutelage
Artifacts
Gruul Signet
Rakdos Signet
Simic Signet
Dimir Signet
Golgari Signet
Chromatic Lantern
Elixir of Immortality
PlanesWalkers
Sarkhan, the Dragonspeaker
Now, allow me to emphasize the key plays and cards: ALL of the Windfall/ Wheel effects. They refill your hand, disrupt your opponents strategy, fill up the grave and most importantly, trigger Ulamog, Megrim and Caress. In addition to generating some major control, these cards are all potential hits for a Cascade trigger, especially in tandem with Possibility Storm. Speaking of, you want to stack your triggers as such: (Resolving Last) Consuming Aberration, Possibility Storm, Cascade. The reason being is so that you can gain ALL effects, rather than just Storm and Consuming. Please remember to keep track of how many spells you cast in the event you hit a Storm card. Also, with each new spell cast, Consuming Aberration will trigger, so you may or may not wish to keep that Rakdos Charm handy to mess with any potential Grave-Related plays.
Secondly, PLEASE pay attention to the Tutelage, because with every card you draw YOU GET ONE MORE TRIGGER. e.g. resolve a Whispering Madness for six and resolve six triggers. Follow up with Reforge the Soul for seven more triggers. Finish up with a Metalcraft enabled Molten Psyche for some real devastation since Tutelage hits two cards per draw at minimum. In addition, if you can, try and set off a Cascade trigger with Behold the Beyond. You get a lower costing spell (preferably Arjun for his Mindmoil-style effect for every spell you cast) and get to tutor for more Cascade and Possibility Storm enablers in addition to ONE storm card. I emphasize this because more times than not you will Cascade or Possibility into the others. The deck is rather redundant with its spell recursion and land fetches, with Recross the Paths being one of the most dangerous spells you can cast. Not only does it flip you into a land but it lets you manipulate your top deck after for you next play. Best case scenario you can cast it three to five times in a turn, thinning your deck and raising the odds of you hitting what you want.
Ulamog is primarily there to increase your Cascade range, though it can serve as expensive removal and a quick post-wheel grave clearer. He can also serve as an alternative win-con in the event you decide not to swap a card out for Rise of the Dark Realms. From there every other card is rather self-explanatory.
With all this in mind, feel free to add in cards you think work a bit better, or your own budget alternatives. And as always, have fun and keep casting spells.
Note: Certain cards can and may be swapped out for certain cards from a "Honor Board"
Commander
Yidris, Maelstrom Wielder
Creatures
Charmbreaker Devils
Consuming Aberration
Dragon Mage
Intet, the Dreamer
Archaeomancer
Diluvian Primordial
Etherium-Horn Sorcerer
Ulamog, the Infinite Gyre
Jace's Archivist
Runehorn Hellkite
Bloodbraid Elf
Arjun, the Shifting Flame
Instant
Ancient Excavation
Evacuation
Rewind
Psychic Spiral
Bituminous Blast
Breath of Malfegor
Relic Crush
Rakdos Charm
Harrow
Treacherous Urge
Sorcery
Windfall
Reforge the Soul
Whispering Madness
Wheel of Fate
Dark Deal
Molten Psyche
Make a Wish
Behold the Beyond
Languish
Volcanic Vision
Decimate
Journey of Discovery
Grave Upheaval
Diabolic Vision
Diabolic Tutor
Barter in Blood
Mind Grind
Past in Flames
Far Wanderings
In Garruk's Wake
Gruesome Encore
Seek the Wilds
Cruel Ultimatum
Blasphemous Act
Grapeshot
Ignite Memories
Shreds of Sanity
Pull from the Deep
Spelltwine
Skull Rend
Recross the Paths
Enchantments
Possibility Storm
Future Sight
Megrim
Lilliana's Caress
Sphinx's Tutelage
Artifacts
Gruul Signet
Rakdos Signet
Simic Signet
Dimir Signet
Golgari Signet
Chromatic Lantern
Elixir of Immortality
PlanesWalkers
Sarkhan, the Dragonspeaker
Now, allow me to emphasize the key plays and cards: ALL of the Windfall/ Wheel effects. They refill your hand, disrupt your opponents strategy, fill up the grave and most importantly, trigger Ulamog, Megrim and Caress. In addition to generating some major control, these cards are all potential hits for a Cascade trigger, especially in tandem with Possibility Storm. Speaking of, you want to stack your triggers as such: (Resolving Last) Consuming Aberration, Possibility Storm, Cascade. The reason being is so that you can gain ALL effects, rather than just Storm and Consuming. Please remember to keep track of how many spells you cast in the event you hit a Storm card. Also, with each new spell cast, Consuming Aberration will trigger, so you may or may not wish to keep that Rakdos Charm handy to mess with any potential Grave-Related plays.
Secondly, PLEASE pay attention to the Tutelage, because with every card you draw YOU GET ONE MORE TRIGGER. e.g. resolve a Whispering Madness for six and resolve six triggers. Follow up with Reforge the Soul for seven more triggers. Finish up with a Metalcraft enabled Molten Psyche for some real devastation since Tutelage hits two cards per draw at minimum. In addition, if you can, try and set off a Cascade trigger with Behold the Beyond. You get a lower costing spell (preferably Arjun for his Mindmoil-style effect for every spell you cast) and get to tutor for more Cascade and Possibility Storm enablers in addition to ONE storm card. I emphasize this because more times than not you will Cascade or Possibility into the others. The deck is rather redundant with its spell recursion and land fetches, with Recross the Paths being one of the most dangerous spells you can cast. Not only does it flip you into a land but it lets you manipulate your top deck after for you next play. Best case scenario you can cast it three to five times in a turn, thinning your deck and raising the odds of you hitting what you want.
Ulamog is primarily there to increase your Cascade range, though it can serve as expensive removal and a quick post-wheel grave clearer. He can also serve as an alternative win-con in the event you decide not to swap a card out for Rise of the Dark Realms. From there every other card is rather self-explanatory.
With all this in mind, feel free to add in cards you think work a bit better, or your own budget alternatives. And as always, have fun and keep casting spells.
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