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Kykar's Storm Cedh (EDH / Commander)

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Why play Kykar?
This unique version of Kykar plays very differently from traditional builds that center around Divergent Transformations, which tend to be control decks. Instead, this version of Kykar is a proactive deck that is looking to combo quickly, but can buy time through interaction if it has to. This is a deck that utilizes very high overall card quality, and has extremely explosive turns. If you like a deck that allows you to interact with the table and win out of nowhere, this is likely a good deck for you.

Kykar Underworld Storm is capable of winning on turn 0 with the appropriate nut draw, but is much more likely to rely on its interaction to buy time as it assembles a more protected combo, which is usually ready to execute on turns 3-5.

Combos
This deck features a large number of compact combos that funnel into a few different win conditions. I'll do my best to list them all here, but keep in mind that many share cards, giving the deck a bit of a toolbox, build your own combo feel. Keep the various lines in mind as you look at your opening hand, as it will give you clues about your upcoming options.

Underworld Breach + Lion's Eye Diamond + Wheel of Fortune will mill out the entire table. This is the combo that can be executed on turn 0, as long as you have enough mana acceleration to cast Underworld Breach and Wheel of Fortune. Be sure to cast the rest of your fast mana from each of your new hands, and eventually Angel's Grace to close out the game. Windfall Also works here, as long as any player has 6+ cards in hand.

Underworld Breach + Lion's Eye Diamond + Timetwister will function in a similar fashion to the combo above, but rather than milling out the table will allow you to thin your deck to craft a perfect hand with a game ending combo. You have to be careful with your sequencing. Cast LED, sacrifice LED to discard your hand. Exile three cards to recast LED. Then, with LED back on the field, exile three cards to cast Timetwister. You can cast one card from each new hand (usually your fast mana), as you'll need the other 6 to recast LED and Timetwister. If you come across a piece from the combo you want to use to end the game, make sure it is the one card to get shuffled back into your deck. Eventually, you will have exiled every card in your deck except for your combo pieces and fast mana, and you should be able to end the game from there.

Underworld Breach + Kykar, Wind's Fury + Burning Inquiry will also mill out the entire table, but is a little less secure than the combo listed above because your discard is random, and you have to exile as many cards as you discard to keep the cycle going. I would try to execute this combo when you have a few cards in your graveyard, so you can cast Angel's Grace from the bin if necessary.

Underworld Breach + Kykar, Wind's Fury + Lotus Petal + Brain Freeze can fuel either a self mill or full table mill plan. Cast the Petal, create a spirit, sack the petal for blue and the spirit for red to cast Brain Freeze, rinse and repeat. You will need to target yourself for a few iterations in order to build your storm count and put enough cards in the bin to feed the Breach, but after just a few runs you should be able to start pointing copies of Brain Freeze at your opponents if you choose.

Underworld Breach + Jeska's Will + Lotus Petal + Brain Freeze is identical to the combo above, but can be executed if Kykar has been removed.

Isochron Scepter + Dramatic Reversal. This good old classic is well supported here, and in addition to producing infinite mana will produce an infinitely large storm count. This is the finishing combo of choice when the above combos need a truly infinite outlet. As in the Timetwister variation, use any Breach combo to exile the majority of your deck, and then use Timetwister to put this combo back in your hand alongside Goblin Bombardment.

Elsha of the Infinite + Sensei's Divining Top + Kykar, Wind's Fury will draw your entire deck and build a massive storm count.

Copy Artifact opens the door for a number of double Isochron Scepter wins, my favorite of which is with Swan Song. My playgroup is dubbed "Aggressive Bird Tokens", thanks to Swan Song, so this win gets extra style points.

Tutors
Finding Breach is priority number one, which is why Idyllic Tutor makes the cut, even at 3CMC and sorcery speed. Don't be afraid to chain tutors when necessary to find Idyllic or Enlightened Tutor to find Breach.

Gamble is uniquely powerful in this deck. Not only are its downsides reduced when you plan to cast cards from your graveyard anyway, but Gamble can allow you to win out of nowhere even if your only combo piece is Breach. With Kykar on the field, Gamble can be cast essentially for free as many times as you have cards to exile to Breach. Tutor any card that will help stock your graveyard, and then go to town tutoring out anything else you want. I'm tempted to list Gamble in the combo section above, because Gamble/Breach/Kykar is a deterministic winning position.

Intuition turns your Breach combos into a one card combo. I held off on including this package for a while because it can be a touch more slow than other lines, but reworking the winconditions opened up space for the necessary cards. Cast Intuition and tutor up Lion's Eye Diamond, Underworld Breach, and Sevinne's Reclamation. No matter which card your opponent puts into your hand, you'll be able to combo off, recasting Intuition from the graveyard with LED to find Brain Freeze and any other two cards, though I'd recommend the filler cards be some mix of Pact of Negation, Silence, or Angel's Grace.

The Value of Layered Combos
You'll notice that the tutoring ability in decks without access to black is greatly diminished, and consequently most fast combo decks require black as part of their color identity. This deck seeks to mitigate this problem by including a high volume of combos which largely share pieces. This makes it far more likely that you will draw at least some pieces naturally, and your limited tutoring ability will not be overtaxed finding whatever else you need to complete the combo. Further, should your first attempt to win be stopped, many of the pieces you utilized can be similarly useful in whichever plan you pivot to. This allows you to repeatedly threaten the table in rapid fire, and hopefully after most interaction has been burned up.

This deck is at its best when the pilot is flexible, takes what the deck gives them, and has a deep understanding of the available lines and win conditions so that pivoting is seamless.

Ramp
Ramp in these colors has always been difficult, but the advent of Dockside Extortionist and Smothering Tithe could be enough to help Jeskai keep up. This is a deck that benefits most from an quick explosion of mana to set off a combo early, and that's exactly what Treasures are good for.

Tithe and wheels synergize extremely well, and can be game winning even before you've managed to assemble a combo. Givin the cost of the enchantment, though, expect Tithe to be at its best when the game has been slowed down, or your initial plan foiled.

Dockside Extortionist may be the best card in the format, and getting to play it gives this deck a huge advantage over versions of Kykar where extra creatures must be avoided. Look for ways to bounce and replay it, and do this multiple times on Breach turns. Other Breach decks in the format break Dockside through sacrifice outlets in order to recast the goblin from the grave directly. We don't have those outlets in Jeskai colors, but we do have Phantasmal Image. Serving as copy #2 of Dockside, and able to copy a Dockside from across the table, Image also gives us the opportunity to multi-cast Dockside through Breach by sacrificing Image anytime we can target it with Skullclamp.

Interaction
You will do most of your fighting on the stack, thanks to a bevy of counterspells, but I have also included Heliod's Intervention as an attempted catchall for any stax matchups that you find. Being able to take down multiple stax pieces at instant speed seems like a good thing for any combo deck.

The other notable inclusion is Gilded Drake, not usually seen in Kykar lists because of Divergent Transformations.

Special Considerations
Underworld Breach provides some unique advantages and disadvantages as a combo piece. So long as your graveyard is full, your combo becomes highly resistant to counter magic. You can allow your opponent's counterspells to resolve, and your own spell will simply return to your graveyard to be cast again through the Breach.

The more dangerous forms of interaction are exile effects, like Faerie Macabre or Force of Negation. Even then, so long as your graveyard is full, you may have some protection as your graveyard will likely contain answers of your own that you can cast. However, if these kinds of effects are prevalent in your specific meta, you may consider running a copy of Pull From Eternity as insurance. Barring that, you do have backup plans in IsoRev and Sensei's Divining Top combos, as well as Sevinne's Reclamation which serves as the emergency button should you get shut down and be forced to sacrifice Breach.

Where Underworld Breach is weak is when your graveyard is not yet full. This is especially true of the combos that rely on wheels instead of Brain Freeze, as you will be helping your opponents to draw into their interaction. Narset, Parter of Veils is the best way to protect your wheel combos outside of Silence. Wheel of Fortune and usually Windfall will stock the graveyard over time, so they are at their most vulnerable early on but protect themselves as time goes on. Timetwister is the most vulnerable variation. You'll be drawing into your own interaction as well, but you have to balance casting it with ensuring you have enough cards to exile to the Breach. The one saving grace is that the wheel combos are those that can be executed the earliest, when resources are low and your opponents will hopefully be restricted to their "free" interaction. Pick your spots carefully!

Past iterations
Previous versions of the deck included Impact Tremors, as a hedge against the fact that the Breach combos are not truly infinite. Goblin Bombardment is widely considered to be the more versatile card because it can target creatures as well, but the Breach combos would run out of gas before Bombardment could finish off the table. Realizing that every Breach combo can filter (via Timetwister) into the classic Iso/Rev combo makes this a moot point, as every combo is just Iso/Rev in disguise.

I also used to include Aetherflux Reservoir and Grapeshot as alternate winconditions because of the necessity in some of the more low to the ground Breach lines of exiling cards you would rather keep, and the fact that each outlet is better in different situations.

That's all I have for now, but expect updates as suggestions come in and playtesting occurs. Remember to upvote if you appreciate this deck!

This deck does not appear to be legal in EDH / Commander.

Problems: Hullbreacher is banned.

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