**Currently under construction. Thank you for your patience!**
Narset
American Storm Queen
This is a deck designed to get Narset up and attacking ASAP, while keeping her alive long enough to dish out some serious hurting to her opponents through repeated attack phases and turns (and abusing the storm mechanic with them), and while not ripping out my wallet in the process.
In order to do that the deck features a very large amount of artifact mana and a lot of ways to protect Narset in her first attacks. There are also many ways to manipulate the top of the deck to assure Narset will hit a good target with her ability, however I am playing neither Omniscience nor Enter the Infinite - they may enter as time progresses but for now I'm trying to keep it dynamic and fun.
It's also important to note that cards need to have an effect whether Narset will hit them or they'll be cast from hand.
Further on there are several storm cards that we build up to casting to a great effect on the table, whether if through causing pain to our opponents or by buffing up our board state. We'll be buffing them with extra combat cards that will give us extra rounds of Narset's ability, which means more spells for the storm count!
Surprisingly enough, there are several token engines in this deck, such as Goblinslide and Monastery Mentor. They give the deck a lot of versatility in the form of chump blockers and protection against Diabolic Edict and the like, and also very powerful in combination with Proteus Staff (to be explained later).
And finally, what's a Narset deck without some extra combats and turns and mass removals?
Please feel free to leave feedback about my deck. I would love to hear your opinion!
Note: I'm really trying for an average of less than 5$ per card.
Aggravated Assault + Sword of Feast and Famine - One of the only exceptions to the low budget. The sword gives protection from non-america colors and lets me play spells after combat. The enchantment gives me extra combat phases, and they combo together for infinite attack phases.
Also, if you're willing to include more creatures and pay a lot of mana, Hellkite Charger can do a pretty good job instead of Aggravated Assault.
Relentless Assault - Classic and does its job. Also builds up my storm count.
Seize the Day - Very voltron. Can be a bummer to try and resolve if your Narset has Lightning Greaves on it since it can't be targeted, but you can pass it to a token after combat or even bounce it or destroy it if you really need the extra combat. Just keep in mind that Narset still needs the Greaves to be able to attack with summoning sickness, even if it's the second combat that turn.
Waves of Aggression - Oh no! My hand is empty except for lands! Well guess what... You can still Relentless assault from your graveyard AND get rid of your useless lands in hand! Needless to say, this card is a house.
Temporal Mastery - With the miracle ability it's essentially a time walk, and that's fantastic here because we have a lot of top-of-library manipulation going on. Will be explained later.
Beacon of Tomorrows - Gives us a turn and shuffles back to the deck to give us a chance to cast it again with Narset. What's not to like?
Time Stretch - I somehow managed to find a spot for this here. Expensive, but if we resolve this with no shenanigans going on from our opponents, we might very well be victorious before they set about their next turn.
Despite Narset having hexproof by herself, Lightning Greaves and Swiftfoot Boots have proven too valuable to skip. There's just no way out of cheap colorless haste!
Flamekin Village - Same as above, only doesn't abuse my life total produces colored mana, and requires R for its ability.
Darksteel Plate - Must have. Protects Narset from wraths and also mostly gives her immunity to combat, which lets her attack freely without worries. Also in the occasion Narset isn't on the battlefield anymore it sticks around and waits for her to come back.
Indestructibility - Same as above, but slightly less powerful since it can be targeted and destroyed, and is no longer viable after going to the graveyard.
Gift of Immortality - This card is pretty cool. You have to have Narset go to your graveyard instead of your command zone, which may be quite a risk, but unless your opponent has either Voidslime or Trickbind that counter the ability (very dangerous), or cards like Tormod's Crypt or Relic of Progenitus which exile her at instant speed (which wastes their card) - she comes right back out onto the battlefield! What's more, it also comes back to her at end of turn to protect her again.
Aqueous Form - Cheap evasion against all creatures, and lets me scry 1 before activating Narset's ability.
Steel of the Godhead - +2/+2 lifelink unblockable isn't something to be scoffed at. It buffs her up, improves our survivability, and gives her evasion. Also, variable mana cost.
Brainstorm - Beyond its usual awesomeness, this card is especially useful here since we can place big cards for Narset before she attacks.
Dream Cache - Same as above, only sorcery speed and more expensive. Still does the trick though.
Penance - Both lets me put bombs on top for Narset to hit, and possibly disables enemy damage sources. As long as this card is around I won't be stuck with useless cards in hand.
Long-term Plans - Mostly you'll be tutoring cards for Narset to hit with this card, since it's not available to you right away otherwise. Still an incredible card though.
Future Sight - Mostly lets me play my library until I find a broken card to hit with Narset. If a removal comes up, though, it's a good thing to keep it there until it's needed.
Mind's Desire - Basically Narset's ability, not limited by card type (except lands), multiplied by storm. It's always fun to build a 6-8 spell count then casting this, then getting another storm spell like Ignite Memories. BOOM!
Ignite Memories - Death to the blue mage! This card is usually a nice burn card because you opponents will rarely want an empty hand, and nonland cards in that hand. In a ~3CMC average deck (which is pretty low) and a 5 storm count, this will chunk your opponents for 15 damage. Unless they've got lands, and in that case there's not much to be worried about.
Temporal Fissure - When building up a proper storm count, this is at times better than Cyclonic Rift in this deck. Overload costs can't be payed when casting cards with Narset, and we'll rarely want to save 7 mana for it anyway. Fissure can also target lands, which can give you a crippling advantage early game.
Empty the Warrens - I mentioned a word about creature tokens. We'll be discussing their uses later, but just know that with this card you can produce a BUNCH of them. It's not easy for an opponent to have to deal with a sudden 10 goblins on the field.
Quicken - 15 sorceries in one deck is a lot to have to cast on your turn, so this gives you more versatility, in addition to the mentioned Leyline of Anticipation.
Cantrips: These can help cycle through my deck to find the things I need the most, and are good ways of spending mana and building storm. Also, as mentioned, they can help prepare Narset when combined with Library of Leng. Thirst for Knowledge - Draw three & possible discard one is pretty good for an instant. Compulsive Research - Same thing with sorcery speed but I can discard a land instead of an artifact, which is a bit of an advantage. Frantic Search - Instant speed Faithless looting that costs no mana. Also, when cast with Narset it can untap my lands which is awesome. Careful Consideration - This card has been carefully considered (heh) but it's a very versatile card and provides much utility. With Library I can decide if I want to put two or three cards on top.
Goblinslide or Monastery Mentor - One requires mana to make creatures but they have haste, one produces them for free - and they all get bigger with anything you cast - but is a creature (uncastable with Narset and more problematic to fetch). You may go as far as thinking of Young Pyromancer or Talrand, Sky Summoner (both creatures which can be problematic), but while they only work with Instants and Sorceries, the cards I chose work with the 21 artifacts and 12 enchantments we have here as well. Your choice!
Kher Keep - A land that produces chump blockers for only 1R? Sign me up!
Under consruction!
Under consruction!
Under consruction!
Wild Research - Very interesting tutor for the America color combination. We have plenty of enchantments and instants for it to get, which act as answers for stuff and buffs for Narset. AND, along with Library of Leng, we can make sure the card disadvantage is negligible, and maybe even sets Narset up.
However, in the instances that we didn't get Library of Leng, this proved to be quite unreliable and was dropped.
Stolen Identity and other Cipher mechanics (such as Hands of Binding) - They are a very good way of getting you ahead when you already have Narset on the field. Stolen Identity can copy either opponents' bombs or your own mana rocks and Hands of Binding is a great way to help Narset connect her punch to your foe's face early game. They're also a great way of increasing your storm count just by Narset connecting with the enemy and combos magnificently with extra combats and turns.
However, that happens only in the later stages, when I'm already up and attacking with Narset, which makes these cards feel slightly win-more, and thus they were dropped.
Ring of Valkas - Interesting artifact haste enabler that can accumulate power with extra turns (and combats). However if Narset doesn't survive enough for several counters to stack up (which is mostly) I'd rather go for another haste enabler.
Scout's Warning - A good way of sneaking Narset in behind your tapped-out opponents' back at their end of turn so that she can start attacking on yours. However my matchup kept mana for countering her anyway so that didn't help me very much.
Land Tax + Scroll Rack - Ultimate card combination for this deck. The standard combo is drawing three extra cards each turn, but you can also put cards from your hand on top of your library with Scroll Rack for Narset to cast.
Broken artifact ramp (i.e. Mox Opal, Mana Crypt, Grim Monolith) - Anything in your power you can do to get Narset out faster is a blessing. These can allow us to attack with Narset as early as turn 3-4 consistently. Viable with these is Artificer's Intuition for perhaps even more consistency.
Cryptic Command - Despite the UUU cost it's a broken counterspell that does stuff even if you catch it with Narset. <3
Bribery - Putting a creature from your opponents' deck onto your side of the field? Oh well, I get why this card costs 15$ I guess.
Enlightened Tutor - Not only it nets artifacts (like swords) AND enchantments (like Eldrazi Conscription), it already gets them to the top of the library so Narset can swing with them. Awesome!
Remand - The best counterspell for Storm decks, period. The storm mechanic copies the spell even the original spell is copied, so you can cast your spell then Remand it so it goes back to your hand AND you get to draw a card, and its storm effect will still apply. Basically you get to cast your storm spell again.
Treachery - Free creature control, and if cast with Narset untaps my lands.
Time Spiral - Refills your hand, untaps your lands for more storm, and is a form of grave hate of sorts.
Maze of Ith - Did your opponent cast a combat trick? Well here's a great way to save Narset while still resolving her ability!
Jace, the Mind Sculptor - Man have I seen this card everywhere. In addition to being a blue mage's wet dream it can also allow us to Brainstorm each turn and put cards for Narset to cast.
Tamiyo, the Moon Sage - Speaking of PWs, this deck LOVES Tamiyo. She taps stuff your opponents control and lets you draw some cards, and lets you reuse all the spells you exiled with Narset with her ult. Along with extra turns she becomes a monster!
Tezzeret, the Seeker - Untaps your mana rocks for more spells to cast for Storm, tutors out artifacts you need like swords or more mana rocks, and gives you an alt wincon with his ult. This guy is NUTS here!
Elspeth - I seriously think that these two girls are BFFs. Elspeth, Knight-Errant lets Narset leaps over opponents' creatures and makes everything invincible with her ult.Elspeth, Sun's Champion gives you tons of chump blockers, kills everthing else (but not Narset!) with her -3 ability, and makes everything bigger with her ult.
Counterspells - Spelljack, Muddle the Mixture, Rewind & Arcane Denial : Stuff does need to resolve, after all, so I need to give more protection. The trick is what to do with them when they're not needed as counterspells. Muddle is a good tutor when needed, and Arcane Denial can counter one of my own useless spells to amp up my storm count and let me draw a ton of cards. Rewind is basically the same as Arcane Denial, only it untaps my lands which is AWESOME. Spelljack lets me keep one of the spells I exiled with Narset to cast whenever I like. Feel free to suggest more!
Recursion - A really big problem with this deck is that if you happened to be forced to discard a storm card, it's basically lost for the entire game. Recursion of spells can help me reuse good cards that didn't get to be played, or just play them again because they're so good. Recoup is a good way to cast good Storm cards again, and Past in Flames is the closest thing I can have to Yawgmoth's Will. Another option is to go for cards like Feldon's Cane or Elixir of Immortality, since they shuffle back into my deck all the spells I cast with Narset - and leave in exile all the lands that got wasted on her ability.
Split Second - Wipe Away and Word of Seizing - split second is insane in EDH, and these two removals target any permanent, so they are very useful in making problematic things disappear.
Possibility Storm - Narset is cast from the Command Zone and her stuff is cast from exile, so why not lock down everything else? Isochron Scepter might be a good choice to cast more stuff with this card since you cast the copies, thus triggering Prowess and noncreature spell engines like Jeskai Ascendancy.
Mana Severance - Good for the late game when you have everything set up, but then if you get Armageddon'd and Narset isn't in play you're screwed. If this card is included Goblin Charbelcher is a very strong option which lets you take out a player (in addition to ordering your deck similarly to Proteus Staff).
Jokulhaups and Obliterate, along with protection cards for Narset - Very interesting game plan, but very risky. If we don't have good protection for Narset when we wipe we could lose everything and not come up again, but if we do it's pretty much our game. Also possible is stuff like casting Oblivion Ring on Narset or blinking her then casting Apocalypse.
Goblin Welder - I've heard that in combination with Jeskai Ascendancy and mana rocks it can do an amazing job. Still haven't tested it out.
Hypersonic Dragon - If you like creatures and Quicken isn't enough for you this is worth considering.
Aurelia, the Warleader copied with a creature encoded with Stolen Identity (which is itself an amazing card for this deck) can combo for infinite attack phases. Also, same works with a random creature and Breath of Fury instead of Aurelia, but they need to hit the opponent in order to work... In short this is better for a more token oriented version of Narset.
Over the period of the last couple of weeks I've been continuously testing this deck. Many changes were applied.
Currently the decklist here isn't updated to the latest version since this is still in progress.
Out:
Zendikar Fetchlands (Scalding Tarn and Arid Mesa). I wasn't going to even try to get them in the first place. Rogue's Passage - Such an expensive effect and only produces colorless mana. Subpar at best, wasn't even supposed to be there. Ring of Valkas - The +1/+1 counters from this card turned out to be completely negligible. I'm better off choosing another haste enabler. Scout's Warning - In instances I couldn't or didn't want to cast Narset this turned out to be complete garbage.
In:
1 Mountain + 1 Island Flamekin Village - Seems much more solid than another variation of boots. It might enter tapped but it produces colored mana (which is much appreciated) and is much harder to remove. Also it's fetchable by more cards (Tolaria West & Expedition Map compared to only Fabricate). Trinket Mage - I'm looking forward to testing this card. Nets me Sol Ring, Mana Vault and Library of Leng. If any of you have Lotus Bloom, Lotus Petal, Mox Opal etc. you definitely need this card. Wild Research - Now with more chances of getting Library of Leng in the game, I'll try out this card. I'm hoping it will let me deal with threats and win more quickly.
Current thoughts in the deck are around Beacon of Tomorrows and Time Stretch. Since the point of the deck is to play as much spells as possible and utilize them even if they are in hand, it sucks when I get stuck with these without a way to tuck them back in the deck.
This is a deck designed to get Narset up and attacking ASAP, while keeping her alive long enough to dish out some serious hurting to her opponents through repeated attack phases and turns (and abusing the storm mechanic with them), and while not ripping out my wallet in the process.
In order to do that the deck features a very large amount of artifact mana and a lot of ways to protect Narset in her first attacks. There are also many ways to manipulate the top of the deck to assure Narset will hit a good target with her ability, however I am playing neither Omniscience nor Enter the Infinite - they may enter as time progresses but for now I'm trying to keep it dynamic and fun.
It's also important to note that cards need to have an effect whether Narset will hit them or they'll be cast from hand.
Further on there are several storm cards that we build up to casting to a great effect on the table, whether if through causing pain to our opponents or by buffing up our board state. We'll be buffing them with extra combat cards that will give us extra rounds of Narset's ability, which means more spells for the storm count!
Surprisingly enough, there are several token engines in this deck, such as Goblinslide and Monastery Mentor. They give the deck a lot of versatility in the form of chump blockers and protection against Diabolic Edict and the like, and also very powerful in combination with Proteus Staff (to be explained later).
And finally, what's a Narset deck without some extra combats and turns and mass removals?
Please feel free to leave feedback about my deck. I would love to hear your opinion!
Note: I'm really trying for an average of less than 5$ per card.
TappedOut Deck Format Here
1x Adarkar Wastes
1x Battlefield Forge
1x Command Tower
1x Evolving Wilds
1x Flamekin Village
1x Flooded Strand
1x Hall of the Bandit Lord
1x Hallowed Fountain
6x Island
1x Kher Keep
4x Mountain
1x Mystic Monastery
4x Plains
1x Reflecting Pool
1x Sacred Foundry
1x Shivan Reef
1x Skycloud Expanse
1x Steam Vents
1x Temple of Enlightenment
1x Temple of Epiphany
1x Temple of the False God
1x Temple of Triumph
1x Terramorphic Expanse
1x Tolaria West
Artifact (20)
1x Azorius Signet
1x Boros Signet
1x Chromatic Lantern
1x Coalition Relic
1x Darksteel Plate
1x Expedition Map
1x Gilded Lotus
1x Izzet Signet
1x Library of Leng
1x Lightning Greaves
1x Mana Vault
1x Prismatic Lens
1x Proteus Staff
1x Sol Ring
1x Swiftfoot Boots
1x Sword of Feast and Famine
1x Talisman of Progress
1x Thran Dynamo
1x Torpor Orb
1x Worn Powerstone
1x Beacon of Tomorrows
1x Cataclysm
1x Compulsive Research
1x Dream Cache
1x Empty the Warrens
1x Fabricate
1x Ignite Memories
1x Mind's Desire
1x Razia's Purification
1x Relentless Assault
1x Seize the Day
1x Temporal Fissure
1x Temporal Mastery
1x Time Stretch
1x Waves of Aggression
Instant (13)
1x Brainstorm
1x Careful Consideration
1x Chaos Warp
1x Frantic Search
1x Long-Term Plans
1x Mystical Tutor
1x Oblation
1x Path to Exile
1x Quicken
1x Return to Dust
1x Swords to Plowshares
1x Thirst for Knowledge
1x Wear // Tear
Enchantment (13)
1x Aggravated Assault
1x Aqueous Form
1x Eldrazi Conscription
1x Future Sight
1x Gift of Immortality
1x Goblinslide
1x Indestructibility
1x Jeskai Ascendancy
1x Leyline of Anticipation
1x Penance
1x Quiet Contemplation
1x Steel of the Godhead
1x Wild Research
1x Monastery Mentor
1x Narset, Enlightened Master
1x Trinket Mage
Card Combinations & Choices:
Aggravated Assault + Sword of Feast and Famine - One of the only exceptions to the low budget. The sword gives protection from non-america colors and lets me play spells after combat. The enchantment gives me extra combat phases, and they combo together for infinite attack phases.
Also, if you're willing to include more creatures and pay a lot of mana, Hellkite Charger can do a pretty good job instead of Aggravated Assault.
Relentless Assault - Classic and does its job. Also builds up my storm count.
Seize the Day - Very voltron. Can be a bummer to try and resolve if your Narset has Lightning Greaves on it since it can't be targeted, but you can pass it to a token after combat or even bounce it or destroy it if you really need the extra combat. Just keep in mind that Narset still needs the Greaves to be able to attack with summoning sickness, even if it's the second combat that turn.
Waves of Aggression - Oh no! My hand is empty except for lands! Well guess what... You can still Relentless assault from your graveyard AND get rid of your useless lands in hand! Needless to say, this card is a house.
Temporal Mastery - With the miracle ability it's essentially a time walk, and that's fantastic here because we have a lot of top-of-library manipulation going on. Will be explained later.
Beacon of Tomorrows - Gives us a turn and shuffles back to the deck to give us a chance to cast it again with Narset. What's not to like?
Time Stretch - I somehow managed to find a spot for this here. Expensive, but if we resolve this with no shenanigans going on from our opponents, we might very well be victorious before they set about their next turn.
Despite Narset having hexproof by herself, Lightning Greaves and Swiftfoot Boots have proven too valuable to skip. There's just no way out of cheap colorless haste!
Hall of the Bandit Lord - Along with Tolaria West and Expedition Map to go along with it, it's a pretty good way of giving Narset haste.
Flamekin Village - Same as above, only doesn't abuse my life total produces colored mana, and requires R for its ability.
Darksteel Plate - Must have. Protects Narset from wraths and also mostly gives her immunity to combat, which lets her attack freely without worries. Also in the occasion Narset isn't on the battlefield anymore it sticks around and waits for her to come back.
Indestructibility - Same as above, but slightly less powerful since it can be targeted and destroyed, and is no longer viable after going to the graveyard.
Gift of Immortality - This card is pretty cool. You have to have Narset go to your graveyard instead of your command zone, which may be quite a risk, but unless your opponent has either Voidslime or Trickbind that counter the ability (very dangerous), or cards like Tormod's Crypt or Relic of Progenitus which exile her at instant speed (which wastes their card) - she comes right back out onto the battlefield! What's more, it also comes back to her at end of turn to protect her again.
Aqueous Form - Cheap evasion against all creatures, and lets me scry 1 before activating Narset's ability.
Steel of the Godhead - +2/+2 lifelink unblockable isn't something to be scoffed at. It buffs her up, improves our survivability, and gives her evasion. Also, variable mana cost.
Brainstorm - Beyond its usual awesomeness, this card is especially useful here since we can place big cards for Narset before she attacks.
Dream Cache - Same as above, only sorcery speed and more expensive. Still does the trick though.
Penance - Both lets me put bombs on top for Narset to hit, and possibly disables enemy damage sources. As long as this card is around I won't be stuck with useless cards in hand.
Library of Leng - This card, along with cantrips like thirst for knowledge, careful consideration and Jeskai Ascendancy, can really set us up for amazing Narset attacks. The cantrips are good anyway because they go through my deck and help find answers, but with Library everything goes to value town, especially when it's fetchable with Fabricate and Trinket Mage.
Mystical Tutor - Tutor that Cataclysm for Narset to break the board or that Time Walk, uhm, sorry, Temporal Mastery for you to cast right away. One tutor goes a long way...
Long-term Plans - Mostly you'll be tutoring cards for Narset to hit with this card, since it's not available to you right away otherwise. Still an incredible card though.
Future Sight - Mostly lets me play my library until I find a broken card to hit with Narset. If a removal comes up, though, it's a good thing to keep it there until it's needed.
Mind's Desire - Basically Narset's ability, not limited by card type (except lands), multiplied by storm. It's always fun to build a 6-8 spell count then casting this, then getting another storm spell like Ignite Memories. BOOM!
Ignite Memories - Death to the blue mage! This card is usually a nice burn card because you opponents will rarely want an empty hand, and nonland cards in that hand. In a ~3CMC average deck (which is pretty low) and a 5 storm count, this will chunk your opponents for 15 damage. Unless they've got lands, and in that case there's not much to be worried about.
Temporal Fissure - When building up a proper storm count, this is at times better than Cyclonic Rift in this deck. Overload costs can't be payed when casting cards with Narset, and we'll rarely want to save 7 mana for it anyway. Fissure can also target lands, which can give you a crippling advantage early game.
Empty the Warrens - I mentioned a word about creature tokens. We'll be discussing their uses later, but just know that with this card you can produce a BUNCH of them. It's not easy for an opponent to have to deal with a sudden 10 goblins on the field.
Quicken - 15 sorceries in one deck is a lot to have to cast on your turn, so this gives you more versatility, in addition to the mentioned Leyline of Anticipation.
Cantrips: These can help cycle through my deck to find the things I need the most, and are good ways of spending mana and building storm. Also, as mentioned, they can help prepare Narset when combined with Library of Leng.
Thirst for Knowledge - Draw three & possible discard one is pretty good for an instant.
Compulsive Research - Same thing with sorcery speed but I can discard a land instead of an artifact, which is a bit of an advantage.
Frantic Search - Instant speed Faithless looting that costs no mana. Also, when cast with Narset it can untap my lands which is awesome.
Careful Consideration - This card has been carefully considered (heh) but it's a very versatile card and provides much utility. With Library I can decide if I want to put two or three cards on top.
Goblinslide or Monastery Mentor - One requires mana to make creatures but they have haste, one produces them for free - and they all get bigger with anything you cast - but is a creature (uncastable with Narset and more problematic to fetch). You may go as far as thinking of Young Pyromancer or Talrand, Sky Summoner (both creatures which can be problematic), but while they only work with Instants and Sorceries, the cards I chose work with the 21 artifacts and 12 enchantments we have here as well. Your choice!
Kher Keep - A land that produces chump blockers for only 1R? Sign me up!
Under consruction!
Under consruction!
Under consruction!
Wild Research - Very interesting tutor for the America color combination. We have plenty of enchantments and instants for it to get, which act as answers for stuff and buffs for Narset. AND, along with Library of Leng, we can make sure the card disadvantage is negligible, and maybe even sets Narset up.
However, in the instances that we didn't get Library of Leng, this proved to be quite unreliable and was dropped.
Stolen Identity and other Cipher mechanics (such as Hands of Binding) - They are a very good way of getting you ahead when you already have Narset on the field. Stolen Identity can copy either opponents' bombs or your own mana rocks and Hands of Binding is a great way to help Narset connect her punch to your foe's face early game. They're also a great way of increasing your storm count just by Narset connecting with the enemy and combos magnificently with extra combats and turns.
However, that happens only in the later stages, when I'm already up and attacking with Narset, which makes these cards feel slightly win-more, and thus they were dropped.
Ring of Valkas - Interesting artifact haste enabler that can accumulate power with extra turns (and combats). However if Narset doesn't survive enough for several counters to stack up (which is mostly) I'd rather go for another haste enabler.
Scout's Warning - A good way of sneaking Narset in behind your tapped-out opponents' back at their end of turn so that she can start attacking on yours. However my matchup kept mana for countering her anyway so that didn't help me very much.
Time Warp, Capture of Jingzhou & Temporal Manipulation - I can't believe I can't even afford 12$ for Time Warp. I am so poor.
Land Tax + Scroll Rack - Ultimate card combination for this deck. The standard combo is drawing three extra cards each turn, but you can also put cards from your hand on top of your library with Scroll Rack for Narset to cast.
Broken artifact ramp (i.e. Mox Opal, Mana Crypt, Grim Monolith) - Anything in your power you can do to get Narset out faster is a blessing. These can allow us to attack with Narset as early as turn 3-4 consistently. Viable with these is Artificer's Intuition for perhaps even more consistency.
Cryptic Command - Despite the UUU cost it's a broken counterspell that does stuff even if you catch it with Narset. <3
Bribery - Putting a creature from your opponents' deck onto your side of the field? Oh well, I get why this card costs 15$ I guess.
Enlightened Tutor - Not only it nets artifacts (like swords) AND enchantments (like Eldrazi Conscription), it already gets them to the top of the library so Narset can swing with them. Awesome!
Council's Judgment - Hands down best targeted white removal spell.
Remand - The best counterspell for Storm decks, period. The storm mechanic copies the spell even the original spell is copied, so you can cast your spell then Remand it so it goes back to your hand AND you get to draw a card, and its storm effect will still apply. Basically you get to cast your storm spell again.
Treachery - Free creature control, and if cast with Narset untaps my lands.
Time Spiral - Refills your hand, untaps your lands for more storm, and is a form of grave hate of sorts.
Maze of Ith - Did your opponent cast a combat trick? Well here's a great way to save Narset while still resolving her ability!
Jace, the Mind Sculptor - Man have I seen this card everywhere. In addition to being a blue mage's wet dream it can also allow us to Brainstorm each turn and put cards for Narset to cast.
Tamiyo, the Moon Sage - Speaking of PWs, this deck LOVES Tamiyo. She taps stuff your opponents control and lets you draw some cards, and lets you reuse all the spells you exiled with Narset with her ult. Along with extra turns she becomes a monster!
Tezzeret, the Seeker - Untaps your mana rocks for more spells to cast for Storm, tutors out artifacts you need like swords or more mana rocks, and gives you an alt wincon with his ult. This guy is NUTS here!
Elspeth - I seriously think that these two girls are BFFs. Elspeth, Knight-Errant lets Narset leaps over opponents' creatures and makes everything invincible with her ult.Elspeth, Sun's Champion gives you tons of chump blockers, kills everthing else (but not Narset!) with her -3 ability, and makes everything bigger with her ult.
Counterspells - Spelljack, Muddle the Mixture, Rewind & Arcane Denial : Stuff does need to resolve, after all, so I need to give more protection. The trick is what to do with them when they're not needed as counterspells. Muddle is a good tutor when needed, and Arcane Denial can counter one of my own useless spells to amp up my storm count and let me draw a ton of cards. Rewind is basically the same as Arcane Denial, only it untaps my lands which is AWESOME. Spelljack lets me keep one of the spells I exiled with Narset to cast whenever I like. Feel free to suggest more!
Recursion - A really big problem with this deck is that if you happened to be forced to discard a storm card, it's basically lost for the entire game. Recursion of spells can help me reuse good cards that didn't get to be played, or just play them again because they're so good. Recoup is a good way to cast good Storm cards again, and Past in Flames is the closest thing I can have to Yawgmoth's Will. Another option is to go for cards like Feldon's Cane or Elixir of Immortality, since they shuffle back into my deck all the spells I cast with Narset - and leave in exile all the lands that got wasted on her ability.
Turnabout + Reiterate - I can set them up with Proteus Staff and pay only for the buyback for Reiterate, and get infinite storm count. Also possible is to recur Turnabout with Past in Flames or Mystic Retrieval if I include them.
Split Second - Wipe Away and Word of Seizing - split second is insane in EDH, and these two removals target any permanent, so they are very useful in making problematic things disappear.
Possibility Storm - Narset is cast from the Command Zone and her stuff is cast from exile, so why not lock down everything else? Isochron Scepter might be a good choice to cast more stuff with this card since you cast the copies, thus triggering Prowess and noncreature spell engines like Jeskai Ascendancy.
Mana Severance - Good for the late game when you have everything set up, but then if you get Armageddon'd and Narset isn't in play you're screwed. If this card is included Goblin Charbelcher is a very strong option which lets you take out a player (in addition to ordering your deck similarly to Proteus Staff).
Shu Yun, the Silent Tempest - A possible plan B for when stuff doesn't go our way. But... Is it really?
Jokulhaups and Obliterate, along with protection cards for Narset - Very interesting game plan, but very risky. If we don't have good protection for Narset when we wipe we could lose everything and not come up again, but if we do it's pretty much our game. Also possible is stuff like casting Oblivion Ring on Narset or blinking her then casting Apocalypse.
Copy spells - Howl of the Horde & Increasing Vengeance (along with the already mentioned Reiterate): MOAR combat! MOAR turns!
Goblin Welder - I've heard that in combination with Jeskai Ascendancy and mana rocks it can do an amazing job. Still haven't tested it out.
Hypersonic Dragon - If you like creatures and Quicken isn't enough for you this is worth considering.
Aurelia, the Warleader copied with a creature encoded with Stolen Identity (which is itself an amazing card for this deck) can combo for infinite attack phases. Also, same works with a random creature and Breath of Fury instead of Aurelia, but they need to hit the opponent in order to work... In short this is better for a more token oriented version of Narset.
Strionic Resonator copies both Narset's ability, and STORM TRIGGERS.
Mizzix's Mastery, Grapeshot, rituals, increasing vengeance, sphinx-bone wand, volcanic awakening, haze of rage, brain freeze, mystic retrieval, fury of the horde, savage beating, snap, sunder, rising waters, gemstone caverns, lotus petal
fervor, volcanic vision, past in flames, recoup, vanishing, reconnaissance, hammer of purphoros, basalt monolith, valorous stance, winter orb, static orb, dragon breath
Over the period of the last couple of weeks I've been continuously testing this deck. Many changes were applied.
Currently the decklist here isn't updated to the latest version since this is still in progress.
Noticable changes:
Out - Quicken, Wear // Tear, Torpor Orb, Future Sight, Worn Powerstone Goblinslide, Monastery Mentor and Trinket Mage.
Proteus Staff is also a notable withdrawal, since it was only effective for me if it was used with tokens. Since that wasn't consistent I took it out, but I'll be looking into further use with it.
In - Strionic Resonator (psuedo-Relentless Assault each turn), Arcane Denial and Rewind (two counterspells functioning blissfully so far), Desperate Ritual and Pyretic Ritual (great ramp & storm capability), Valorous Stance (save Narset or kill a problematic creature), Divine Reckoning (great removal with flashback), Reconnaissance and Spirit Mantle (more cheap ways to get Narset alive through combat), Generator Servant (helps ramp up and gives Narset haste), and Ancestral Vision (Narset's ability gets around the suspend and nonexistent mana cost).
Currently considering Volcanic Awakening (expensive but powerful storm spell that hurts opponents and spares me), and Past in Flames (possible but very expensive recursion).
Out:
Zendikar Fetchlands (Scalding Tarn and Arid Mesa). I wasn't going to even try to get them in the first place.
Rogue's Passage - Such an expensive effect and only produces colorless mana. Subpar at best, wasn't even supposed to be there.
Ring of Valkas - The +1/+1 counters from this card turned out to be completely negligible. I'm better off choosing another haste enabler.
Scout's Warning - In instances I couldn't or didn't want to cast Narset this turned out to be complete garbage.
In:
1 Mountain + 1 Island
Flamekin Village - Seems much more solid than another variation of boots. It might enter tapped but it produces colored mana (which is much appreciated) and is much harder to remove. Also it's fetchable by more cards (Tolaria West & Expedition Map compared to only Fabricate).
Trinket Mage - I'm looking forward to testing this card. Nets me Sol Ring, Mana Vault and Library of Leng. If any of you have Lotus Bloom, Lotus Petal, Mox Opal etc. you definitely need this card.
Wild Research - Now with more chances of getting Library of Leng in the game, I'll try out this card. I'm hoping it will let me deal with threats and win more quickly.
Current thoughts in the deck are around Beacon of Tomorrows and Time Stretch. Since the point of the deck is to play as much spells as possible and utilize them even if they are in hand, it sucks when I get stuck with these without a way to tuck them back in the deck.
Strategy:
Under Consruction!
Under construction!