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Stella Lee, Wild Card

High-Power Spellslinging/Storm/Combo on a (moderate) budget!

I picked up the Stella Lee precon at costco, it was fun but clunky, after a few changes to bring the average cmc below 3 (specifically, 2.55 before the firt batch of major changes) the deck started to feel really good and I saw the potential to bring her to the next level.

At this point, I started to make the first major changes to how the deck worked, cutting a lot of the token generation and related support to lean even further into the spellslinging combo strategies that Stella Lee was born for.

The next step is to further optimize the deck with cards I don't already own and aren't at my LGT, which means I'll need to order them on TCG player, this is the step I'm stuck on as of writting

TODO discuss:

  • the ideal general starting hand
  • high-level strategy (game plan by turn, stategy toward interacting with the rest of the table, advice on whether to rush for a win or wait for the "perfect time" (and what the perfect time might look like) )
  • main lines / wincons
  • stategies to protect your win and recover from a failed attempt,
  • ...

Key Combos

2 spells + Stella Lee, Wild Card + Twisted Fealty : ping the table to death for the win

2 spells + Dramatic Reversal + Stella Lee, Wild Card + any mana rock: infinite mana

2 spells + Involuntary Employment + Stella Lee, Wild Card : infinite mana

Changelog

This batch was mostly just "trimming the fat"

Removed

Added

this batch of changes are where I start really changing how the deck plays, removing the last reminants of the token based strategies and leaning much more heavily into supporting the main combo.

The next step will introduce the Cerulean Wisps-type lines and clean out any remaining bloat. After that, the only steps left should be minor tuning and improving the speed of the manabase.

Removed

  • Veyran, Voice of Duality, there are no longer enough "do a thing when you cast an instant/sorcery" creatures to justify veyran's inclusion
  • Electrostatic Field, burn with no other effect isn't something we really want anymore
  • Leyline Dowser, not a bad card, might re-add later, but just not "on theme" enough
  • Curse of the Swine, there's better removal
  • Dig Through Time, the purpose of this was to dig through the deck to find a card of interest, but tutors are better at that anyway
  • Think Twice, inefficient, and being able to recast it isn't enough of a perk
  • Radical Idea, inefficient, and being able to recast it isn't enough of a perk
  • Talrand, Sky Summoner, don't really need tokens anymore
  • Haughty Djinn, I'm going to want to cut the cost reducers in the next batch anyway, and this competes with the commander for being played on curve
  • Forger's Foundry, like leyline dowser this isn't bad, it's just not quite what we need anymore
  • Smoldering Stagecoach, too expensive, plus all our cards are so cheap now that cascade doesn't give as much value as it did before
  • Young Pyromancer, don't really need tokens anymore
  • Third Path Iconoclast, don't really need tokens anymore
  • Island
  • Izzet Signet, needing to hold up mana just to use the mana rock is risky (I'm going to want to swap out the lands that do similar as well)
  • Crackling Spellslinger, too expensive to be worth it, and generally a dead draw
  • Galvanic Iteration, good card, just not something we're looking for anymore
  • Elemental Eruption, a little pricy, and doesn't really progress our game plan. generally a dead draw

  • Coruscation Mage, burn with no other effect isn't something we really want anymore

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96% Casual

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