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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.

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