Sideboard


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Kess’s Build-A-Storm!(TM)

(work in progress)

Like Storm? Of course you do, you’re human! (Note: Storm-haters are generally reptilian.) There’s something supremely satisfying about casting a whole bunch of spells in one turn while your opponents roll their eyes, resigning themselves to the fate of observer as you turn the game into Solitaire—it’s okay to admit, we’ve all been there. It definitely fulfills some primal urge you kind of feel guilty for having but also encourage at every juncture. Don’t worry, there are no judgments here, you’re among friends at Kess’s Build-A-Storm!(TM)!

What is Kess’s Build-A-Storm!(TM)? Show

Will I like Kess’s Build-A-Storm!(TM)? Show

What is this deck’s power level? Show

Who are you, and what is this? Show

Ok, so first off, you’re going to want to Storm, and then immediately after that, Storm. Next, you need to Storm, followed by Storm, Storm, and Storm. Finally, when everything is in place, bring out the big guns, and Storm. Pretty simple right?

Ok maybe not, but you get the picture.

There isn’t a single win condition that we’re aiming to assemble each game, per se, rather, our gameplan is to find lines of play that either get us out of jams (like Cabal Ritual -ing into Consume the Meek to stop a turn 4 Elfball, yes this is experience talking) or flat-out win us the game immediately.

My preferred avenue of play is the relatively straightforward and relentlessly fun brute force method of casting rituals, cantrips, and tutors (along with some copy effects and graveyard interaction) to set up a table kill with something like Torment of Hailfire or Jaya's Immolating Inferno .

But the whole point of Kess’s Build-A-Storm!(TM) is going off your way.

Want to zap people with Aetherflux Reservoir ? Great! How about ping infinitely with Ral, Storm Conduit ? Cool! Maybe a classic Tendrils of Agony kill? Nice!

What Storm will you choose?

Congratulations! You’ve decided to Build-A-Storm!(TM)!

Best of luck to you as you undertake a journey that we hope will grant you an arbitrarily-large amount of mana, all the cards, and, of course, an embarrassingly-huge Storm count. Thanks again for choosing Kess’s Build-A-Storm!(TM) Storm(TM)!

Well, first things first, we need a nice foundation to Build-A-Storm!(TM). Below are some suggestions to get you started!

Bonus Round

A great start to any Build-A-Storm!(TM) Storm!(TM), and my personal favorite. Bonus Round acts like turn-long Doublecast , digging cantrips further while supercharging rituals and tutors. Furthermore, graveyard interaction (e.g., Mission Briefing , Kess's ability) and/or spell copying (e.g., Doublecast , Ral, Storm Conduit ) can get us multiple Bonus Rounds in play, which gets out of hand very quickly. This does copy opponents’ spells as well, though, so cast carefully...

Thousand-Year Storm

What’s better than Storm? Uhh, how about GIVING EACH OF YOUR CARDS STORM?!? And for the low, low, actually kind of high cost of 4UR, you can do just that! Yeah, it's a slightly awkward six-mana enchantment that paints a giant target on your back the moment it comes out, and, sure, it only works with instants and sorceries, but you'll be glad you didn't leave home without it.

Past in Flames

Ol' reliable. When in doubt, PIF is a good bet.

Dramatic Reversal + Isochron Scepter

EDH staple. This deck isn’t particularly well-equipped to assemble and take advantage of this combo, but it’s an easy include and the deck has a bunch of ways to use the mana and/or cast triggers. Release to the Wind can bounce Isochron Scepter if you need to Imprint a different spell for whatever reason.

Naru Meha, Master Wizard + Release to the Wind

This loop gives us infinite casts of Naru Meha, Master Wizard and infinite copies of Release to the Wind . RttW is bad removal, but it can give us a turn to breathe or save our stuff from opposing removal. Naru Meha is another instant-speed copy effect that also happens to buff our wizards if, God forbid, we have to beat down for the last couple points of damage.

Infinite instant copy chains

Using spells like Expansion / Explosion , Doublecast , Ral, Storm Conduit , Insidious Will , and so on, we can chain spell copies infinitely. While the copies won’t tick up Storm counts, they can be used with Ral, Storm Conduit to ping for infinite damage. (see below)

Congratulations, you’ve completed Step 1 of building a Build-A-Storm!(TM) (Storm)(TM)! Nice Storm foundation you’ve got there! Now what?

Well, let’s find some outlets for that mana or those infinite cast triggers or these spell copies, shall we?

Thousand-Year Storm

Giving all your spells Storm is good, go figure. Untapping with this should be the game.

Torment of Hailfire

Make a ton of mana however you see fit, then let Holy Fire rain down and smite opponents as you play the Seventh Plague of Egy—err, Torment of Amonkhet. Copy effects are great here, as they’ll copy the resulting X value of Torment of Hailfire !

Jaya's Immolating Inferno

Like Hailfire, Jay's Immolating Inferno can be a table killer, neatly allowing us to target three anythings. While that will usually be players, it can also kill creatures and Planeswalkers giving us trouble. This finisher isn't always an option, however, as it's a Legendary Sorcery and therefore requires a Legendary creature or Planeswalker in play to use. This deck has a few that can help us cast this, and Kess is a quick cast from the Command Zone, but don’t bend over backwards trying to make this work.

Expansion / Explosion

Expansion / Explosion can kill two players with one cast (one with damage, the other via forcing a player to draw their library+1), but its real utility is as a part of various infinite combos (which will be covered later). It’s also a decent utility spell, letting you kill a problem creature/Planeswalker while refilling an empty hand.

As a copy effect, Expansion / Explosion is okay and can effectively disrupt opposing gameplans by copying key interactions or counterspells, but the CMC limit will occasionally hurt us. Note: Expansion / Explosion will copy nearly any EDH staple counter or removal spell, BUT Force of Will is a notable exception (not an issue in my playgroup).

Ral, Storm Conduit

Ral's static ability being triggered by spells AND copies is perfect for this deck, considering we have a ton of ways to make infinite copies of our various spells. Even better, Ral comes with a built-in spell copier as his -2, and honestly now I’m imagining it as like a “spell Xerox” that the Izzet guild leaders have in their offices’ shared common space, and maybe it also has a fax machine, too, for signatures and such, and the ink cartridges are never full, even though they were just replaced last Tuesday and are magic.

His +1 can definitely be useful, especially in longer games, but he’s mostly here for the ping and the spell Xerox that is only like a year old yet somehow has been serviced twelve times already. Ok, I’m feeling like I’ve overdone the Xerox bit.

Ral’s Pingfinite combos (okay, the name needs work) Show

Kess’s Build-A-Storm!(TM) is meant to primarily be a budget deck, and outside of a few outliers, it is.* I’ve found that the deck very happily plays at the level of my playgroups' decks, so the current list works for me as is. Make adjustments as needed!

Lands

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Jaya Ballard

Lady Firehands has a rough mana cost, but getting the pyromaster on the board can lead to an easy win. Her abilities outside her ult aren’t immediately threatening to other players, so she often slides under the radar, but they’re awesome for our gameplan. A free Pyretic Ritual or pillaging up to three cards per turn is right up our alley, and, better yet, both are +1 abilities. Her ultimate gives us a constant Past in Flames effect, which should essentially end the game, so if you find her at 8 loyalty, ult her immediately (even if you have to sacrifice her). An early Pyretic Ritual / Desperate Ritual into Seething Song can get her out as quickly as turn 2, and yes I’ve done it and yes it’s awesome as it sounds.

Magus of the Will

It's a BAD Yawgmoth's Will , but also a CHEAP Yawgmoth's Will

Rituals

The deck's bread-and-butter. Chain 'em together and let that Storm count rise! Don't be afraid to use rituals to ramp out threats in the beginning stages of a game! An early threat like Thousand-Year Storm or Jaya Ballard can often seal the game, and you can always recast the spent rituals with the deck's graveyard interaction.

Mana Geyser

This is a card that is likely meta-dependent, but hoo boy when it's good, it's good. A great way to make a ton of mana to dump into something like Torment of Hailfire or Jaya's Immolating Inferno . Be sure to copy it!

Mana Cost Reducers and Dorks

Baral, Chief of Compliance , Goblin Electromancer , Primal Amulet  , and so on decrease the cost of your instants and sorcery spells, while Ruby Medallion and Sapphire Medallion reduce any red or blue spells respectively. Treasonous Ogre is awesome and highly recommended.

Artifacts

The artifact mana in this deck does its job, but it's definitely not the deck's strong suit. Artifacts played are pretty standard, though there’s probably room for more. Dramatic Reversal + Isochron Scepter goes infinite with 2 mana from rocks and makes infinite mana with more.

(in progress) The sideboard consists of wish targets that can give us answers when needed. Some things to note:

Apex of Power

Its awesomeness is only surpassed in grandeur by its insane mana cost. That said, with cost reducers and rituals, this is easier to cast than you might think, but it’s really only good as a way to dig for gas when other options are exhausted. The 10 mana you get from casting it from your hand does ease the pain a bit.

Brass's Bounty

Brass’s Bounty isn't particularly good, but the urge to make a billion treasures is natural and should be encouraged. Brass's Bounty + Thousand-Year Storm is just aces. Revel in Riches can act as another win condition that works great with Brass’s Bounty, but you’ll probably want to add some other treasure-producers if you want to go that route.

Drain Power

This is a weird card that bounces between my main and maybe boards. It's sorcery speed, so opponents can respond and play/activate something at instant speed to prevent you from draining all of their mana, and you can't use it as interaction during, say, an opponent's upkeep (though cards like Emergence Zone and Hypersonic Dragon can get around this limitation). Its real strength is tapping an opponent's lands and draining their mana pool to decrease the likelihood of them interacting with you during your combo turn (it may even draw a counterspell). Otherwise it’s a bit of a brick. Hilarious against Seedborn Muse and/or Kruphix, God of Horizons .

Questions, comments, suggestions, concerns, complaints and accusations welcome!

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Date added 5 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 3 Mythic Rares

27 - 2 Rares

22 - 0 Uncommons

35 - 1 Commons

Cards 100
Avg. CMC 3.33
Tokens Emblem Jaya Ballard, Foretell, Goblin 1/1 R, Treasure
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