deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Para la mayoría de software de Magic, incluído Magic Workstation y Cockatrice:

For MTG Arena:

Para Magic Online (MTGO):

Para otros:

Para jugar tu mazo en un torneo ("Oficial DCI") necesitas tener una hoja de registro de mazo. ¡Desde aquí puedes descargar esa hoja rellenada con las cartas de este mazo!

(-> Tus preferencias)

Por favor, entiende que este no es un servicio oficial del DCI. Asegúrate de que la lista contiene todas las cartas de tu mazo y de que cumple todos los requisitos de los torneos oficiales DCI. Si adviertes algo erróneo, por favor, ¡comunícanoslo! DCI is a trademark of of Wizards of the Coast LLC.

Seleccione las columnas que desea ver:

Compared to a cEDH storm deck that spends actual money on cards, this deck is laughably bad. In playing-against-a-goldfish mode, it still struggles to get a turn 7 kill. That said, the sheer power of Thousand-Year Storm gives you a shot at living the dream, and your plucky-underdog collection of draft chaff and bulk rares can pull off some surprisingly powerful lines.

Cards that Flux Channeler interacts favorably with:
• Reef, Slagheap, Network — as long as you start with a storage counter on them, Channeler can add counters. Note that Reef & Slagheap are templated in such a way that you can use storage counters even if the land itself is tapped.
Jaya Ballard — her emblem is most of what you'd want out of Yawgmoth's Will in this deck and her plus-loyalty abilities are both highly relevant. If you have Channeler and Jaya out, put a very high priority on getting a Jaya emblem rather than using her plus-loyalty abilities.
The Mirari Conjecture — You can proliferate onto Sagas, which immediately gives you the next stage's effect. Getting all three stages of Mi‍rari Conjecture on your combo turn is very helpful.
Sphinx-Bone Wand — Once Wand has counters on it, Channeler means that each spell gives Wand +2 damage instead of +1. Quest and Insult will increase this damage, but Jaya and Flame of Keld won't.
Primal Amulet — Amulet's transform trigger is a "may" and it triggers off of ch‍arge counters, so Channeler gives you the maximum amount of flexibility in deciding when you want to transform it from a cost reducer to a spell copier.
• Archmage Ascension — You only want to put one counter on this honestly: proliferating the rest onto it is just as good for earning free Demonic Tutor draws.

Resource constraints:
• Like most storm decks, you're going to be short on mana more often than you're short on cards, and you're going to be short on blue mana more often than you're short on other kinds. High Tide is a card you need to think carefully about: you really want to resolve more copies of it if at all possible. Similarly, if you can build up a stack of storage counters on Dreadship Reef, absolutely do that because it's your other way to make large quantities of blue mana.
Nightscape Familiar, unlike your other cost reducers, will cheapen non-instant/sorcery spells. All your cost reducers will reduce flashback/cast-from-graveyard costs. If you're using Kess' ability or the Jaya Ballard emblem to cast a spell from your graveyard, you can cast either half of a split card and can pay either the printed flashback cost or the base cost of a card with flashback: mostly this matters for Mystical Teachings and Desperate Ravings because of colored mana considerations.
• If you untap with cards in hand and Thousand-Year Storm on the board, you basically have no excuse to not win the game that turn. Casting Thousand-Year Storm will instantly make you a target, so if at all possible you want to go off on the turn where you resolve it. Burning Emergence Zone just to cast Storm on someone else's end step is completely reasonable, though. Similarly, sticking Bolas's Citadel, a Jaya emblem, or multiple copies of Bonus Round (remember, if you cast & fla‍sh back BR with Kess or Jaya, that's three copies total) means you probably just win. As long as you have nothing but cost reducers, damage-on-cast creatures, and damage enhancers, you're shackled into being a fair deck playing fair Magic. Storm and Citadel break the shac‍kles, letting you so‍ar glorious and free.
• Note that players who have hexproof are safe from SBW, but not from Guttersnipe or Jace, and note that Flusterstorm will stop neither the creatures themselves nor their triggered abilities. In a deck with a higher budget, the improved support cards would mean that an actual storm kill condition like Aetherflux Reservoir would be better. You have to work harder for explosive turns with this deck, but you're also less vulnerable to answers like Flusterstorm, Teferi's Protection, and Mindbreak Trap because you can just try again next turn like you would with a deck based on Valakut, the Molten Pinnacle.
• It is almost never correct to use Injury: resolving Insult multiple times leads to doing ludicrous amounts of damage. For bonus points, Insult also counters the passive ability from The Wanderer — you know, the one that looks like it's really good against you — and also punches right through the protection of Glacial Chasm (as well as jank like Chant of Vitu-Ghazi, Ethereal Haze, and Soul Parry).
• This is very much a graveyard-as-a-resource deck. One-shot graveyard hate like Nihil Spellbomb is troublesome but not disastrous. Rest in Peace or Grafdigger's Cage effects, however, mean that you probably aren't winning unless you can stick Thousand-Year Storm. Learn from the Past, Abrade, and Repeal can all help you evade graveyard hate, and if you're lucky you may be able to use Narset's Reversal to piggyback on someone else's removal effect.

Sphinx-Bone Wand math:
• Wand by itself: 5 spells => 15 damage, 10 spells => 55 damage, 15 spells => 120 damage, 20 spells => 210 damage
• Wand and Channeler: 5 spells => 25 damage, 10 spells => 100 damage, 15 spells => 225 damage, 20 spells => 400 damage
• Wand and damage enhancer: 5 spells => 30 damage, 10 spells => 110 damage, 15 spells => 240 damage, 20 spells => 420 damage
• Wand and Channeler and Insult doubling: 5 spells => 50 damage, 10 spells => 200 damage, 15 spells => 450 damage, 20 spells => 800 damage, 25 spells => 1250 damage
• Wand and Channeler and two copies of Insult and Guttersnipe: 5 spells => 220 damage, 10 spells => 840 damage, 15 spells => 1860 damage, 20 spells => 3280 damage, 25 spells => 5100 damage, 30 spells => 7320 damage
• Takeaway: Opponents who think that a high life total will let them ignore you are direly mistaken. You can do thousands of damage if no one is interacting with you, and if you land Thousand-Year storm, Reversal plus LftP gives you a path to looping through your deck and doing arbitrarily large amounts of damage. It'll almost always be easier to win with Jace or to make them draw their libraries with Expansion // Explosion, but if those two options are off the table, you can just walk the time-honored Red mage path of Do More Damage.

Etiquetas

Turno: Your life: Opponent's life: Poison counters:
Mano (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

Nombre

Tipo

Notes

Power

Toughness

card

Tipo

Notes

Power

Toughness

 

Counters

Move this card to:

Actions

2-sided (coin flip)
6-sided (d6)
20-sided (d20)
Sides:

Auto-draw

Auto-untap

Double-click to open card details.

Move selected to:

Probabilidad combinada

Cantidad min:
Carta:

Calculo personalizado

¿Si juego una carta veces en mi mazo de ? cartas, cuan probable es robarla veces?
  Nombre Mano Turno 1 Turno 2 Turno 3 Turno 4 Turno 5 Turno 6 Turno 7 Turno 8 Turno 9 Turno 10

Probabilidades adicionales

Integrar en foros o sitios web

Para foros y blogs, por favor selecciona una de las opciones de BB-Code. Para paginas web y foros que soportan HTML (por ejemplo los foros de Wizards Community) puedes usar las opciones HTML!

Enlazar a este mazo

Here are some suggestions for cards you could add to your deck, based on decks that other players have built with this Commander.

Please add some cards to the deck to see card suggestions.

Unfortunately, we could not detect a Commander in this deck. Please choose it here to view card suggestions. To make sure this deck is analyzed properly in the future, please flag your Commander in the deckbuilder or put it in a separate section called "Commander".
Score Nombre de la carta Tipo Maná Rareza Salt
Powered by edhrec.com!
Estas son todas las revisiones de este mazo. Pulsa en una revisión para ver como era el mazo antes.
  Comparar Revisión Creado Por
» Revisión 25 Marzo 16, 2020 krinndnz
Revisión 24 Marzo 15, 2020 krinndnz
Revisión 23 Febrero 2, 2020 krinndnz
Revisión 22 Enero 15, 2020 krinndnz
Revisión 21 Octubre 7, 2019 krinndnz
Revisión 20 Octubre 7, 2019 krinndnz
Revisión 19 Septiembre 30, 2019 krinndnz
Revisión 18 Septiembre 24, 2019 krinndnz
Revisión 17 Septiembre 24, 2019 krinndnz
Revisión 16 Agosto 29, 2019 krinndnz
Revisión 15 Agosto 29, 2019 krinndnz
Revisión 14 Junio 25, 2019 krinndnz
Revisión 13 Junio 21, 2019 krinndnz
Revisión 12 Junio 19, 2019 krinndnz
Revisión 11 Junio 18, 2019 krinndnz
Revisión 10 Junio 17, 2019 krinndnz
Revisión 9 Junio 17, 2019 krinndnz
Revisión 8 Junio 14, 2019 krinndnz
Revisión 7 Junio 14, 2019 krinndnz
Revisión 6 Junio 14, 2019 krinndnz
Revisión 5 Junio 14, 2019 krinndnz
Revisión 4 Junio 12, 2019 krinndnz
Revisión 3 Junio 12, 2019 krinndnz
Revisión 2 Junio 11, 2019 krinndnz
Revisión 1 Junio 11, 2019 krinndnz
No hay comentarios sobre este mazo.
Los nombres de cartas en ingles van a ser vinculados automáticamente.
Además, puedes usar BBCode aquí (como [b][/b], [url=...][/url] y mas).

An error with your login session occured:
unknown
You can do this in a different tab to avoid losing the data you entered here. Once you are done, click the Refresh Session button and then try again.
If the problem persists, please contact us.