I've always tried to build a storm deck in duel commander but it never quite worked out... has such a deck finally been made viable with the advent of Yidris, Maelstrom Wielder and the recent un-banning of Yawgmoth's Bargain & Necropotence? This is my current idea:
Like in most storm decks, the objective is to kill your opponent with a lethal Tendrils of Agony. Surprisingly, actually casting your commander is more of a backup plan, but if you do get to cast him and manage to get at least 1 damage in, it's game over for your opponent >95% of the times because of the insane synergy with storm-related cards. He's extremely vulnerable, though, because your opponent will probably have his hand full of removal because you run (virtually) 0 other relevant creatures.
And well, there's nothing much to say if you know how a storm deck functions. Something to keep in mind is that Bubbling Muck & High Tide are extremely powerful cards in this deck, and you should try fetching for Islands/Swamps whenever possible.
Thougts? Am I missing any relevant tutor / ritual card?
First of all: you're not playing any removal, which makes you softlose to Gaddock Teeg for example. I don't like High Tide and Bubbling Muck - you don't want to play that huge amount of Islands and Swamps I think - I'm playing Squandered Resources as an additional way of generating absurd amounts of mana.
I'm playing a lot of the two mana ramp artifacts, so my commander is getting down on turn three most of the time and my opponent has handle it or will most likely lose turn four. If they handle it, you can keep going on with the normal storm kill (there is enough draw to sculpt a good hand) because he used a lot of resources to kill your commander in general (especially if you're on the play).
I'm not a big fan of Empty the Warrens because it is one of the worse storm kills - at least in duel commander and the new 20 hp rule. So much creatures and removal running around. I originally had in my list, but cut it for Grapeshot
You may check out Bring to Light (especially since you're playing City of Brass and Mana Confluence for white). This is usually a tutor for anything with CMC <= 5. I should find a space for Tainted Pact as soon as possible. How did I forget this card? I absolutely forgot about the two spirit guides and need to find place for them right now.
I don't like Chrome Mox: It's straight card disadvantage and you don't want to cascade into it. But my build is a little bit more reliant on my commander I guess.
You should btw really include Aetherflux Reservoir - this card is insane: buys time against aggro and is a win condition on its own - behold the stunning synergy with Yawgmoth's Bargain.
But yes: if Yidris sticks, I'll usually win on turn 4. If not it is dependant on my opponent and what he is playing. I had no chance to play against a real control deck sadly, because I want to know, how he does against control.
I strongly disagree the addition of non-draw seven draw spells, these are too slow in my taste for what we're trying to do and have 0 synergy with draw 7s (I.E. you cast Painful Truths and draw into a Timetwister or Wheel of Fortune with 6 or 7 cards in hand). Making good use of draw 7s (or cards like Necropotence / Yawgmoth's Bargain) is one of the most broken things about this deck, and that's why the card disadvantage from Chrome Mox / Mox Diamond is highly irrelevant and prefer them over "slow" artifact acceleration.
I also don't like the addition of removal spells. If you take a look at legacy storm decks most builds run 0 removal, because this deck really only wants cards that either help you get your combo going or protect your combo (duress, thoughtseize). Drawing removal spells while going off instead of tutors / rituals / card draw / selection is so, so bad and can easily make you lose the game. Yeah, we do lose hard against Gaddock Teeg, or Ethersworn Cannonist, but that's about it. If we do add removal, I'd favor more versatile cards like Abrupt Decay and Chain of Vapor, but still think this deck really doesn't care enough about most other creatures to warrant adding removal spells in my opinion.
Have you tested High Tide & Bubbling Muck? These cards have been the most powerful "rituals" in my testing thus far, they're super easy to get going on and I only play two basic Swamps & two Islands. I run 3 duals that are both Islands & Swamps: Underground Sea, Watery Grave & Sunken Hollow in addittion to all the other duals that are either Islands or Swamps, all the fetchlands to consistently get them and Urborg, Tomb of Yawgmoth that turns all your lands into swamps. Also, running a couple basic Islands & Swamps brings some protection against Blood Moon.
About Aetherflux Reservoir, I had it in my initial build but didn't quite like it, too slow from my limited experience with it, and also competes with Yidris as a 4-drop. Could be wrong about it though, didn't test it that much.
We can't actually add white mana for Bring to Light, even with City of Brass or Mana Confluence (commander rules), but 4 is enough for it to act as a second copy of Tendrils.
This rule no longer exists, you can produce any color with City of Brass, despite the color identity of your commander.
Nice! Then Bring to Light is going in for sure, searching for a Dark Petition with spell mastery is excellent.
Also, what do you guys think about Demonic Consultation? It's a high-risk card in the sense that you lose the game if the named card is in the first 6 cards, but I think the risk in a deck with 99 cards may be low enough that the risk-benefit of playing it is worth it as an extremely efficient way to get your win condition.
Is the green splash really valuble? I know some mtgs users have developped a pretty good looking grixis storm deck with Jeleva (on the multiplayer section). I've also been working on 3 or 4cc storm builds (UBwx ad nauseam combo based on the modern deck and UBrx storm Ill post the lists soon. Not decided yet on 3 vs 4 colors and the general(s) )
Another question since I am still unable to test the list(s) (waiting for the cards to arrive!): how resilient is it to interaction? (Discard, counterspells, common hatebears)?
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MTGO Username: Tajicyolo
Currently Playing:
Modern Grixis Shadow, Storm Legacy: Grixis Delver, Sneak and Show Duel Commander:Kess High Tide Vintage Big blue(MTGO)
What's y'all's opinion on Nightscape Familiar and Goblin Electromancer? I don't run Bubbling Muck or High Tide in my list (not enough duals to consistently get the swamps or islands I need to make them good), and often find myself in a pinch with regards to mana.
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Playing with proxied cards at sanctioned events is good, actually.
Cards that I've been unimpressed with that I removed / might remove from my build: Fact or Fiction - Have found that a 4-mana draw spell is way too clunky for what we're trying to do, 90% of the times I have this card on my hand I wish it was something else. Diminishing Returns - Again, 4 CMC too clunky. Necropotence - This is way, way worse than Yawgmoth's Bargain. The fact that you have to wait a turn to take advantage of it combined with the life loss in the current aggro environment makes this card a poor choice. The triple black is also somewhat prohibitive.
1 Dark Ritual
1 Cabal Ritual
1 Brainstorm
1 Impulse
1 Seething Song
1 Fact or Fiction
1 High Tide
1 Desperate Ritual
1 Pyretic Ritual
1 Peer Through Depths
1 Turnabout
1 Frantic Search
1 Lim-Dûl's Vault
1 Chain of Vapor
1 Intuition
1 Tainted Pact
1 Rain of Filth
1 Noxious Revival
1 Manamorphose
CREATURE
1 Snapcaster Mage
1 Simian Spirit Guide
1 Elvish Spirit Guide
1 Tinder Wall
SORCERY
1 Wheel of Fortune
1 Yawgmoth's Will
1 Timetwister
1 Dark Petition
1 Demonic Tutor
1 Duress
1 Gitaxian Probe
1 Mind's Desire
1 Tendrils of Agony
1 Thoughtseize
1 Inquisition of Kozilek
1 Past in Flames
1 Preordain
1 Ponder
1 Bubbling Muck
1 Grim Tutor
1 Windfall
1 Gamble
1 Personal Tutor
1 Rite of Flame
1 Time Spiral
1 Empty the Warrens
1 Serum Visions
1 Sleight of Hand
1 Ill-Gotten Gains
1 Beseech the Queen
1 Reforge the Soul
1 Day's Undoing
1 Diminishing Returns
1 Regrowth
1 Bring to Light
1 Merchant Scroll
1 Lotus Petal
1 Lion's Eye Diamond
1 Mox Diamond
1 Chrome Mox
1 Lotus Bloom
1 Pentad Prism
ENCHANTMENT
1 Yawgmoth's Bargain
1 Necropotence
1 Squandered Resources
LAND
1 Polluted Delta
1 Flooded Strand
1 Misty Rainforest
1 Scalding Tarn
1 Arid Mesa
1 Wooded Foothills
1 Bloodstained Mire
1 Verdant Catacombs
1 Marsh Flats
1 Command Tower
1 Steam Vents
1 Blood Crypt
1 Underground Sea
1 Watery Grave
1 Volcanic Island
1 Badlands
1 Sunken Hollow
1 Smoldering Marsh
1 Urborg, Tomb of Yawgmoth
1 Island
1 Snow-Covered Island
1 Swamp
1 Snow-Covered Swamp
1 Drowned Catacomb
1 Sulfur Falls
1 Dragonskull Summit
1 Crumbling Necropolis
1 Windswept Heath
1 Breeding Pool
1 Tropical Island
1 Taiga
1 Stomping Ground
1 Bayou
1 Overgrown Tomb
1 City of Brass
1 Mana Confluence
1 Yidris, Maelstrom Wielder
Like in most storm decks, the objective is to kill your opponent with a lethal Tendrils of Agony. Surprisingly, actually casting your commander is more of a backup plan, but if you do get to cast him and manage to get at least 1 damage in, it's game over for your opponent >95% of the times because of the insane synergy with storm-related cards. He's extremely vulnerable, though, because your opponent will probably have his hand full of removal because you run (virtually) 0 other relevant creatures.
And well, there's nothing much to say if you know how a storm deck functions. Something to keep in mind is that Bubbling Muck & High Tide are extremely powerful cards in this deck, and you should try fetching for Islands/Swamps whenever possible.
Thougts? Am I missing any relevant tutor / ritual card?
Blue lives don't matter in the slightest.
Thanks for the suggestions! Let's see:
The cards I like the most from your list that I'm definitely adding to mine are bring to light and Squandered Resources. We can't actually add white mana for Bring to Light, even with City of Brass or Mana Confluence (commander rules), but 4 is enough for it to act as a second copy of Tendrils.
I strongly disagree the addition of non-draw seven draw spells, these are too slow in my taste for what we're trying to do and have 0 synergy with draw 7s (I.E. you cast Painful Truths and draw into a Timetwister or Wheel of Fortune with 6 or 7 cards in hand). Making good use of draw 7s (or cards like Necropotence / Yawgmoth's Bargain) is one of the most broken things about this deck, and that's why the card disadvantage from Chrome Mox / Mox Diamond is highly irrelevant and prefer them over "slow" artifact acceleration.
I also don't like the addition of removal spells. If you take a look at legacy storm decks most builds run 0 removal, because this deck really only wants cards that either help you get your combo going or protect your combo (duress, thoughtseize). Drawing removal spells while going off instead of tutors / rituals / card draw / selection is so, so bad and can easily make you lose the game. Yeah, we do lose hard against Gaddock Teeg, or Ethersworn Cannonist, but that's about it. If we do add removal, I'd favor more versatile cards like Abrupt Decay and Chain of Vapor, but still think this deck really doesn't care enough about most other creatures to warrant adding removal spells in my opinion.
Other cards from your list I'm considering including are Gush, Force of Will, Defense Grid, Jace, Vryn's Prodigy, Opt, Peek.
Have you tested High Tide & Bubbling Muck? These cards have been the most powerful "rituals" in my testing thus far, they're super easy to get going on and I only play two basic Swamps & two Islands. I run 3 duals that are both Islands & Swamps: Underground Sea, Watery Grave & Sunken Hollow in addittion to all the other duals that are either Islands or Swamps, all the fetchlands to consistently get them and Urborg, Tomb of Yawgmoth that turns all your lands into swamps. Also, running a couple basic Islands & Swamps brings some protection against Blood Moon.
About Aetherflux Reservoir, I had it in my initial build but didn't quite like it, too slow from my limited experience with it, and also competes with Yidris as a 4-drop. Could be wrong about it though, didn't test it that much.
Nice! Then Bring to Light is going in for sure, searching for a Dark Petition with spell mastery is excellent.
Also, what do you guys think about Demonic Consultation? It's a high-risk card in the sense that you lose the game if the named card is in the first 6 cards, but I think the risk in a deck with 99 cards may be low enough that the risk-benefit of playing it is worth it as an extremely efficient way to get your win condition.
Edit: http://www.magic-ville.com/fr/decks/showdeck.php?ref=489909
http://www.magic-ville.com/fr/decks/showdeck.php?ref=489899
Those are my first drafts, so ive not been able to test yet)
Also memory jar seems to be missing from both mylists but its definitely in there)
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
It doesnt seem to run the recently unbanned cards, so it could be upgraded with those cards and the green splash?
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
One more question came to mind: How often do you guys win without the Commander Trigger? Does it come up regulary? What turn on average?
Kind regards
Markus
Currently Playing:
Modern Grixis Shadow, Storm
Legacy: Grixis Delver, Sneak and Show
Duel Commander: Kess High Tide
Vintage Big blue(MTGO)
Blue lives don't matter in the slightest.
1. Fatal Push: Nothing much to say about this, ultra-efficient instant speed removal
2. Whir of Invention: Puts a Lion's Eye Diamond or Lotus Bloom directly onto the battlefield at instant speed to go off the next turn.
3. Baral, Chief of Compliance: A more resilient Goblin Electromancer
This is my current build:
1 Arid Mesa
1 Badlands
1 Bayou
1 Blood Crypt
1 Bloodstained Mire
1 Breeding Pool
1 City of Brass
1 Command Tower
1 Crumbling Necropolis
1 Dragonskull Summit
1 Drowned Catacomb
1 Flooded Strand
1 Island
1 Mana Confluence
1 Marsh Flats
1 Misty Rainforest
1 Overgrown Tomb
1 Polluted Delta
1 Scalding Tarn
1 Smoldering Marsh
1 Snow-Covered Island
1 Snow-Covered Swamp
1 Steam Vents
1 Stomping Ground
1 Sulfur Falls
1 Sunken Hollow
1 Swamp
1 Taiga
1 Tropical Island
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Verdant Catacombs
1 Volcanic Island
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
Sorcery (29)
1 Beseech the Queen
1 Bring to Light
1 Bubbling Muck
1 Dark Petition
1 Day's Undoing
1 Demonic Tutor
1 Duress
1 Empty the Warrens
1 Gamble
1 Gitaxian Probe
1 Grim Tutor
1 Inquisition of Kozilek
1 Mind's Desire
1 Past in Flames
1 Personal Tutor
1 Ponder
1 Portent
1 Preordain
1 Regrowth
1 Rite of Flame
1 Serum Visions
1 Sleight of Hand
1 Tendrils of Agony
1 Thoughtseize
1 Time Spiral
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Yawgmoth's Will
1 Necropotence
1 Squandered Resources
1 Yawgmoth's Bargain
Instant (19)
1 Brainstorm
1 Cabal Ritual
1 Dark Ritual
1 Desperate Ritual
1 Fatal Push
1 Frantic Search
1 High Tide
1 Impulse
1 Intuition
1 Lim-Dul's Vault
1 Manamorphose
1 Noxious Revival
1 Peer Through Depths
1 Pyretic Ritual
1 Rain of Filth
1 Seething Song
1 Tainted Pact
1 Turnabout
1 Whir of Invention
Creature (7)
1 Baral, Chief of Compliance
1 Elvish Spirit Guide
1 Goblin Electromancer
1 Simian Spirit Guide
1 Snapcaster Mage
1 Tinder Wall
Artifact (6)
1 Chrome Mox
1 Lion's Eye Diamond
1 Lotus Bloom
1 Lotus Petal
1 Mox Diamond
1 Pentad Prism
1 Yidris, Maelstrom Wielder
Cards that I've been unimpressed with that I removed / might remove from my build:
Fact or Fiction - Have found that a 4-mana draw spell is way too clunky for what we're trying to do, 90% of the times I have this card on my hand I wish it was something else.
Diminishing Returns - Again, 4 CMC too clunky.
Necropotence - This is way, way worse than Yawgmoth's Bargain. The fact that you have to wait a turn to take advantage of it combined with the life loss in the current aggro environment makes this card a poor choice. The triple black is also somewhat prohibitive.