If you're running so many ramp cards the best colour you want to see turn 1 and need to see turn 2 is green, so you need to ensure that by those turns you have green mana online. If you do not, you;re going to run into consistency issues. You should have 10 forests, 10 islands, and 3 mountains. The reason you need so many islands is for blood moon. You have a 53.7% chance of drawing a forest (and an island) in your opening hand, this increases to 58.7% on turn 2, and if you go first you're going to draw 9 cards by your second turn so it goes up to 63.3%. If you have cultivate in hand by turn 3 you have 63.3%/~68.3% (if you go first) chance to of drawn a single forest. You need to draw a forest with 6 cards dedicated to ramp. You can go back down to 2 islands if you don't feel someone is going to play blood moon, but 10 forests is vital. green is a mandatory colour to see early game if you're going to ramp, most ramp spells let you fetch other colours so it's not an issue (4 out of the 6). It also enables late game storm into a ramp spell as a last ditch effort as 6 basics is not going to net you anything, while 14 is (even if you've realistically drawn /ramped into 6 of them: netting ~8 lands). Depending on your pod, you may be a "kill on sight" commander and the first person people look to take off the table, so taking 15 damage from lands is not a great idea, and it also invites the idea of "knocking off the lowest health player". You need fetches and shocks, but relying on them is going to get you killed. Even in my Ezio deck which is pretty weak (by design for friends with weaker decks), my health gets real low quick relying on one of each of the fetches and shocks. Life is a resource, but spending it and being everyone's defacto threat is going to get you killed. 30 lands is waaaay too low. You can't afford to miss a drop. You know that meme where it's the guy from American Psycho? Me: What do you mean I can't substitute ramp for lands? Them: That's simply not possible. Me: Why isn't is possible? Them: It's just not. Me: Why not you stupid b******? I hope this comes off as more constructive criticism, but I feel it's too greedy and also i feel if not in your pod, in countless others people will see you as the defacto threat. You need to be consistent. I've never seen a consistent deck at 30 lands. There's too much removal, also overloaded rift is just an inevitability and non-land ramp will mess you up, especially if they do it in your end step.
@@Sirmugen100 It's a little hard to say, as each person is going to build this differently, as with all decks, but any ramp deck that wants to be ramping will need a bare minimum of 10 forests, and you just need 37+ lands. IF you don't think someone is going to be running blood moon (no one in my lgs seems to play it in commander), then I'd say stick to a base of 10 forests, 7 islands, and 7 mountains (mainly because you need something to hit with your ramp and you want to be hitting anything but forests, as you want to hit forests/non-basics on draws. That means you can run up to 13 non-basics or smooth up the basic numbers. You want fetches, shocks, and the like, but stacking all that mesh with your three colours is going to cost you 15 life or something stupid like that. I hate any lands that come in tapped, this isn't budget so don't expect your opponents lands to come in tapped too. You need to be quick before people build stacks or anything like the such, so being quick is key. Exception is turn one no play with a fetch in hand you use to fetch a shock tapped. Check lands are okay if you;re confidant by the time you play one you'll have a basic and I'd play them up to the basics that you have at least 10 of (so if you only have 10 forests, 7 islands, and 7 mountains then only use any check lands that can check for forest and X) Here is what I'd personally go with for my 37: 10 forests, 7 islands, 7 mountains, spire garden, rejuvenating springs, training center (these are amazing lands in commander), misty rain forest, scalding tarn, wooded foothills, stomping ground, breeding pool, steam vents, hinterland harbour, rootbound crag, yavimya cradle of growth, command tower. If I was a big spender, I'd replace one of each of the basics with the three duals, I'd keep clear of gaia's cradle as this isn't so much a creature deck. you have 38 slots taken by land + commander, so you have 62 slots left to fill. You can;t take out your ramp as they are key for getting a land advantage which is a late game superiority and lets you recover from things like an overloaded rift ect. nature's lore, three visits, farseek, rampant growth, cultivate, kodama's reach makes 6 ramp spells, so you have 56 cards left. I can't say what you;re going to need to cut, it's your personal journey and without looking at what you have, what you subbed, and your budget I can't say. I just know that if you're going to be playing 5 spells in a turn you need to hit land drops and ramp ideally to make that viable.
How do you propose getting a "storm count of 10" without comboing? - that doesn't seem like a situation you can just throw out there that will happen often...
Storm is kinda a combo-orientated mechanic. But you can diversify your deck so there's lots of ways to hit any of the combos: You can set up with things like plot, suspend (if you're big brained af), teferi's insight + cantrips goes hard, and you'll of needed to of ramped beforehand with ramp spells and maybe an artifact or two, alternatively you can chain your rituals and have things that make you draw on cast like the blue wizard I can't remember the name of. Doublestrike means you only need a chain of 5, which is easier than you think if you have enough tools to enable it, being the goal of the deck. You don't need to storm that high per turn if you plan on dropping something like past in flames after using cantrips and rituals prior to go thermo-nuclear in a later turn (given you can easily tutor spells) you don't need to use the spells just in your hand. A Tasha's hideous laughter on a storm count of 4 is going to exile 80 mana's worth of cards, that is HIGHLY likely to neuter people's combo decks and remove a tonne of pieces, if not kill them outright... You can use things like seedbourne muse + The One True Ring to draw a billion cards, guaranteeing you any of the above combos and more. The thing is storm is temur, which is simic trust fund + red's wall of text rule changing b*******! Simic has spell tutors in vast numbers from blue, with copy effects, counterspells, extra turns... green brings ramp and many sources of hexproof and bonkiness. Finally the extra red brings rituals 2.0, massive spell recursion, burn, wheels, rules bending... The colours have infinite potential, I used to play exclusively simic and loved it when combo's I never concieved were possible happened and made for unique games, add red and storm on anything and while it is kinda orientated around storm and double-strike, there's so many ways to achieve it and through playing and testing, and reworking, it's a deck you're likely to actually finish optimizing and mastering before getting bored.
I've played this deck 4 times now. Won half, lost half. It feels inconsistent, but too soon to be certain about that. It does feel to be about where I wanted it to be in terms of power levels. Slightly above a precon. It seems to feel very burst with really bad recovery. All or nothing.
@commanderbydaenen yes not complaining at all, the amount of mental grind is doing it for me, the turns aren't taking horribly long too. Obviously I need more games in, but still it's something in maybe the mana or the card draw that I need to mulligan or sequence better. A lot of work, big payout, but then becomes a sitting glass duck. Im considering leaning less into spell slinging and more into double strike, multiple combats. However I did win 1 of those 2 games very quickly with freeze mill which felt great. One of the losses she had been removed 3 times, but I was still greatly able to disrupt the table as I went down. Love this deck, but for me needs tweeking... im a new sub, do you ever revisit decks? I like your presentation and templates a lot!
That brain freeze copy effect is wrong. You do not get 10 extra. You get the cast, storm triggers to make 10 then 1 more copy so 12 total copies not 22
The storm copies are put directly onto the stack-they aren't cast. That means the copies don't generate storm copies themselves, and they aren't counted by other storm spells cast later during the turn. For the same reason, an effect like Twincast or Beamsplitter Mage, which can copy a spell with storm, will only create one new spell. The copy's storm ability will not trigger because the spell was not cast.
You’re right sorry. Storm is giving brain freeze storm again so it’s storm storm. I double tapped on my phone and missed the part where you said storm is like prowless. Apologies!
Rhystic study is kind of a bad add as it doesn’t add anything to the overall goal and can easy be replaced with a draw instant that can be stormed off.
@@TeaMate08 well the thing is rhystic study cost four to play and does give you incremental value as turn proceed however in its place you could easily play a card like archmages charm which is a card with multiple options allowing you to a.counter spells b.draw two cards or c.gain controll of no land permanent with mana value 1 or less in addition cards like this can be stormed so it can have multiple copy’s of itself generating way more value than a rhystic study would. On top of the point I’ve just stated rhystic study is an enchantment and cannot be triggered with storm as storm copies only instant or sorcieres. Rhystic study is a great card however in this one specific case many other cards can be put in its spot that does way more work for the overall goal of the deck.
So overall if u don’t wanna read that long explanation imagine having x3 of any instant or sorcery vs Rhystic study that doesn’t do much of anything until your opponents turn and also can be destroyed at any time.
If you're running so many ramp cards the best colour you want to see turn 1 and need to see turn 2 is green, so you need to ensure that by those turns you have green mana online. If you do not, you;re going to run into consistency issues. You should have 10 forests, 10 islands, and 3 mountains. The reason you need so many islands is for blood moon.
You have a 53.7% chance of drawing a forest (and an island) in your opening hand, this increases to 58.7% on turn 2, and if you go first you're going to draw 9 cards by your second turn so it goes up to 63.3%. If you have cultivate in hand by turn 3 you have 63.3%/~68.3% (if you go first) chance to of drawn a single forest.
You need to draw a forest with 6 cards dedicated to ramp. You can go back down to 2 islands if you don't feel someone is going to play blood moon, but 10 forests is vital.
green is a mandatory colour to see early game if you're going to ramp, most ramp spells let you fetch other colours so it's not an issue (4 out of the 6).
It also enables late game storm into a ramp spell as a last ditch effort as 6 basics is not going to net you anything, while 14 is (even if you've realistically drawn /ramped into 6 of them: netting ~8 lands).
Depending on your pod, you may be a "kill on sight" commander and the first person people look to take off the table, so taking 15 damage from lands is not a great idea, and it also invites the idea of "knocking off the lowest health player".
You need fetches and shocks, but relying on them is going to get you killed. Even in my Ezio deck which is pretty weak (by design for friends with weaker decks), my health gets real low quick relying on one of each of the fetches and shocks.
Life is a resource, but spending it and being everyone's defacto threat is going to get you killed.
30 lands is waaaay too low. You can't afford to miss a drop.
You know that meme where it's the guy from American Psycho?
Me: What do you mean I can't substitute ramp for lands?
Them: That's simply not possible.
Me: Why isn't is possible?
Them: It's just not.
Me: Why not you stupid b******?
I hope this comes off as more constructive criticism, but I feel it's too greedy and also i feel if not in your pod, in countless others people will see you as the defacto threat. You need to be consistent. I've never seen a consistent deck at 30 lands. There's too much removal, also overloaded rift is just an inevitability and non-land ramp will mess you up, especially if they do it in your end step.
Did you use an app to calculate the percentages ?
What would you cut or generally build different to fit in the needed lands ?
@@Sirmugen100 It's a little hard to say, as each person is going to build this differently, as with all decks, but any ramp deck that wants to be ramping will need a bare minimum of 10 forests, and you just need 37+ lands.
IF you don't think someone is going to be running blood moon (no one in my lgs seems to play it in commander), then I'd say stick to a base of 10 forests, 7 islands, and 7 mountains (mainly because you need something to hit with your ramp and you want to be hitting anything but forests, as you want to hit forests/non-basics on draws. That means you can run up to 13 non-basics or smooth up the basic numbers. You want fetches, shocks, and the like, but stacking all that mesh with your three colours is going to cost you 15 life or something stupid like that.
I hate any lands that come in tapped, this isn't budget so don't expect your opponents lands to come in tapped too. You need to be quick before people build stacks or anything like the such, so being quick is key. Exception is turn one no play with a fetch in hand you use to fetch a shock tapped. Check lands are okay if you;re confidant by the time you play one you'll have a basic and I'd play them up to the basics that you have at least 10 of (so if you only have 10 forests, 7 islands, and 7 mountains then only use any check lands that can check for forest and X)
Here is what I'd personally go with for my 37:
10 forests, 7 islands, 7 mountains, spire garden, rejuvenating springs, training center (these are amazing lands in commander), misty rain forest, scalding tarn, wooded foothills, stomping ground, breeding pool, steam vents, hinterland harbour, rootbound crag, yavimya cradle of growth, command tower.
If I was a big spender, I'd replace one of each of the basics with the three duals, I'd keep clear of gaia's cradle as this isn't so much a creature deck.
you have 38 slots taken by land + commander, so you have 62 slots left to fill. You can;t take out your ramp as they are key for getting a land advantage which is a late game superiority and lets you recover from things like an overloaded rift ect.
nature's lore, three visits, farseek, rampant growth, cultivate, kodama's reach makes 6 ramp spells, so you have 56 cards left.
I can't say what you;re going to need to cut, it's your personal journey and without looking at what you have, what you subbed, and your budget I can't say. I just know that if you're going to be playing 5 spells in a turn you need to hit land drops and ramp ideally to make that viable.
Build a wolverine poison deck
If dockside wasnt banned would you have included it?
How do you propose getting a "storm count of 10" without comboing? - that doesn't seem like a situation you can just throw out there that will happen often...
Storm is kinda a combo-orientated mechanic.
But you can diversify your deck so there's lots of ways to hit any of the combos:
You can set up with things like plot, suspend (if you're big brained af), teferi's insight + cantrips goes hard, and you'll of needed to of ramped beforehand with ramp spells and maybe an artifact or two, alternatively you can chain your rituals and have things that make you draw on cast like the blue wizard I can't remember the name of.
Doublestrike means you only need a chain of 5, which is easier than you think if you have enough tools to enable it, being the goal of the deck.
You don't need to storm that high per turn if you plan on dropping something like past in flames after using cantrips and rituals prior to go thermo-nuclear in a later turn (given you can easily tutor spells) you don't need to use the spells just in your hand.
A Tasha's hideous laughter on a storm count of 4 is going to exile 80 mana's worth of cards, that is HIGHLY likely to neuter people's combo decks and remove a tonne of pieces, if not kill them outright...
You can use things like seedbourne muse + The One True Ring to draw a billion cards, guaranteeing you any of the above combos and more.
The thing is storm is temur, which is simic trust fund + red's wall of text rule changing b*******!
Simic has spell tutors in vast numbers from blue, with copy effects, counterspells, extra turns...
green brings ramp and many sources of hexproof and bonkiness. Finally the extra red brings rituals 2.0, massive spell recursion, burn, wheels, rules bending...
The colours have infinite potential, I used to play exclusively simic and loved it when combo's I never concieved were possible happened and made for unique games, add red and storm on anything and while it is kinda orientated around storm and double-strike, there's so many ways to achieve it and through playing and testing, and reworking, it's a deck you're likely to actually finish optimizing and mastering before getting bored.
Nice video! Is it possible to get the decklist?
It's in the description. I've forgotten to post it before, so I had to double check, lol.
@@commanderbydaenen I would check that link again. Arahbo is cute, but not storm XD
Lol, my bad. Fixed.
I've played this deck 4 times now. Won half, lost half. It feels inconsistent, but too soon to be certain about that. It does feel to be about where I wanted it to be in terms of power levels. Slightly above a precon. It seems to feel very burst with really bad recovery. All or nothing.
You won half your games? You realize that in a four player pod, par would be 25% wins.
@commanderbydaenen yes not complaining at all, the amount of mental grind is doing it for me, the turns aren't taking horribly long too. Obviously I need more games in, but still it's something in maybe the mana or the card draw that I need to mulligan or sequence better. A lot of work, big payout, but then becomes a sitting glass duck. Im considering leaning less into spell slinging and more into double strike, multiple combats. However I did win 1 of those 2 games very quickly with freeze mill which felt great. One of the losses she had been removed 3 times, but I was still greatly able to disrupt the table as I went down. Love this deck, but for me needs tweeking... im a new sub, do you ever revisit decks? I like your presentation and templates a lot!
Non budget Zevlor please
That brain freeze copy effect is wrong. You do not get 10 extra. You get the cast, storm triggers to make 10 then 1 more copy so 12 total copies not 22
The storm copies are put directly onto the stack-they aren't cast. That means the copies don't generate storm copies themselves, and they aren't counted by other storm spells cast later during the turn.
For the same reason, an effect like Twincast or Beamsplitter Mage, which can copy a spell with storm, will only create one new spell. The copy's storm ability will not trigger because the spell was not cast.
I understand that, but maybe I didn't explain it well in the video. It's not that Storm is copied, it's that there are 2 storm effects.
You’re right sorry. Storm is giving brain freeze storm again so it’s storm storm. I double tapped on my phone and missed the part where you said storm is like prowless. Apologies!
wait wait wait why did you pick so many land cards with pay a life? aren't there plenty of alternative without that tax?
Shocks and Fetches are some of the best lands in the game. And you only have to pay the life once. And for Shocks, the life cost is optional.
Rhystic study is kind of a bad add as it doesn’t add anything to the overall goal and can easy be replaced with a draw instant that can be stormed off.
I understand where you're coming from, but I like having a mix of consistent card advantage and burst, even in a Storm deck.
@ I can see your point of view great deck overall buddy, I also am playing storm I brewed my build last week we run very simaler builds
Rhystic study is just absurd card advantage. How is that a bad add?
@@TeaMate08 well the thing is rhystic study cost four to play and does give you incremental value as turn proceed however in its place you could easily play a card like archmages charm which is a card with multiple options allowing you to a.counter spells b.draw two cards or c.gain controll of no land permanent with mana value 1 or less in addition cards like this can be stormed so it can have multiple copy’s of itself generating way more value than a rhystic study would. On top of the point I’ve just stated rhystic study is an enchantment and cannot be triggered with storm as storm copies only instant or sorcieres. Rhystic study is a great card however in this one specific case many other cards can be put in its spot that does way more work for the overall goal of the deck.
So overall if u don’t wanna read that long explanation imagine having x3 of any instant or sorcery vs Rhystic study that doesn’t do much of anything until your opponents turn and also can be destroyed at any time.