Maybeboard

Creature (31)

Planeswalker (3)

Land (41)

Enchantment (19)

Artifact (30)

Instant (61)

Sorcery (89)

Battle (1)


This deck aims to win consistently on the fourth turn by playing with three main OBJECTIVES:

Hedge Maze - Play turn one with a fetchland to surveil for a missing one-drop, yidris accelerant, or land.

Crop Rotation - can find Cephalid Coliseum for card filtering and help reduce the possibility of fizzling. Can also find Ancient Tomb for a mana boost or Mystic Sanctuary to reset the wheel.

Transmute Artifact - is a second Aetherflux Reservoir, Tomb Trawler if you need to reset the wheel, or cast to find Mana Vault to make mana.

Unmarked Grave - can send Gaea's Blessing from the deck to graveyard to reset the wheel.

Quiet Speculation - can send Memory's Journey and Krosan Reclamation to the grave for a double delayed wheel reset.

Dream Salvage and Waste Not - These cards don't fit the OBJECTIVES of the deck directly and cascading into a Dream Salvage before casting Wheel of Fate is not ideal but they provide massive upside in terms of mana and card advantage.

Flip-lands - Not all of these have huge advantages but they are high enough mana value to not be cascaded into and, if cast, may help continue storm.

Board wipes - Interaction with opponent needs to be limited to those that prevent storming off. Destroy enchantment mode on Emerald Charm to deal with Eidolon of Rhetoric, Ethersworn Cannonist and Rule of Law are important.

Jeweled Lotus, Mana Crypt and other zero mana spells - Cascading into these after playing a 1 mana spell would mean that you wouldn't cast Wheel of Fate and would likely fizzle. Same goes for Chrome Mox, Lotus Petalfoil, Lotus Bloom, Mox Diamond, Lion's Eye Diamond, etc.

Gitaxian Probe, Mana dorks or any other one-drop that doesn't make mana immediately - All one drops need to make mana if cascaded into.

Underworld Breachfoil, Past in Flamesfoil, Yawgmoth's Will, or other graveyard recast spells - Cards cast would not be from hand and would not benefit from the cascade ability.

Ancestral Vision - Inclusion would mean that cascading from a 1 mana spell would give you a 50% chance of drawing 3 cards rather than 7.

Farseek, Cultivate, and Kodama's Reach and land ramp spells that put lands into play tapped - These will not help continue the storm.

Tendrils of Agony, Ignite Memories, Eye of the Storm, Thassa's Oraclefoil and other wincons - These cards are legitimate win conditions like the reservoir. The tutourablilty of Aetherflux Reservoir off of Transmute Artifacts is why it is preferred.

Other cascade cards - None make enough mana to justify play.

Additional combat spells - Don't fill the OBJECTIVES and often cost more than 3 mana to play.

Snuff Outfoil, Fierce Guardianship, Dismember, Dockside Extortionist, Ingot Chewer, You Find a Cursed Idol, Reverent Silence, Deadly Rollick and Broken Bond - Include these cards if you have a hate-heavy playgroup.

Biggest weaknesses are counterspells, removal, and stax pieces.

Suggestions are very welcome!

Suggestions

Updates Add

War of the Spark introduced no additions to this deck. Cards that were concidered were as follows: Finale of Promise - 2 mana wheel of fate is good but it's not always in the graveyard Finale of devistation - can draw cards and make mana (if Peregrine Drake was included) but no zero mana creature that makes mana immediatly if cascaded into (Dryad Arbor has summoning sickness) Narset's Reversal - can get double cast triggers from hand but bad to cascade into off of non-instant/sorcery 4+ mana spells Bolt Bend - protection and discount in cost could result in casting 3 drops for 1 mana off of cascade but doesn't make mana or draw cards Arboreal Grazer - 1 mana ramp spell but land enters tapped Neoform - can find pereguine drake and make mana or a five drop creature to draw cards but that creature doesn't exist (maybe God-Eternal Bontu?) God-Eternal Bontu - good card draw but requires you to be in a good position (win-more)

Comments

Casual

93% Competitive

Date added 8 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

34 - 0 Rares

37 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.07
Tokens Clue, Human 2/2 G, On an Adventure, Spirit 1/1 C, Treasure, Wolf 2/2 G, Zombie 2/2 B
Folders Zombies, Commander
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