![]() There are some cards that can fit multiple categories, but they usually fill one big role with a small secondary upside. The rest of the list is pretty streamlined, with cards belonging to one of the following categories: removal, draw, ramp, tokens, and finisher. One person's fun shouldn't come at the expense of the rest of the table.Īrtifact Mutation can act as both removal and token-producer, while Frantic Search is a way to fill the graveyard, draw, and even fix mana on the combo turn, and Brain Freeze is both a way to generate graveyard advantage and a win condition. All of this is to simply say: don't bring this type of deck to a table without a proper conversation about it, and if you notice that someone might not enjoy playing against it, change decks. If we need to rely on Desperate Ritual to get to six mana, that's at least nine exiled cards that we won't have to use anymore! This is why having more expensive ways to generate mana is really important: they cost more, but we need to cast them less frequently, and some of them, like the ones that untap permanents, can even color-fix for us!īuy this decklist from Card Kingdom Buy this decklist from TCGplayerīefore I go in details about the list, there's something important to say about building a combo deck, especially Storm. While it's true that this list isn't cEDH material in terms of power level (I didn't aim for it to be, in the first place), it still preys on the slow nature that many less-optimized tables might regularly feature, and its playstyle may not resonate well with many members of our community. Plus, they usually need some sort of color filtering to be useful. While small rituals can help our initial ramp up to a certain amount, their mana-to-exile cards on the combo turn is quite bad. Sure, we can choose to put it into our hand, but doing so is very risky, and it'll attract the aggro from the rest of the table, potentially killing us before we untap. After all, six of it is going straight into our commander's M utate cost, and then we need some left over to keep casting spells. Finally, we need one of our Storm cards to win the game: Brain Freeze, Grapeshot and/or Ignite Memories. ![]() Then, we need a way to put cards into the graveyard, like Brain Freeze, Stream of Thought and Taigam's Scheming doing so acts as both card draw and fuel for our Escape costs. The Epic Ingredientsįirst, we need a way to generate lots of mana this can be in the form of untapping permanents, like with Turnabout and Rude Awakening, or with rituals, like Seething Song and Mana Geyser, for instance. However, given the current pool of Mutate creatures and the nature of Illuna's trigger ability, I do think that less is better having as few duds as possible makes Illuna's kit drastically better. Are we just playing one nonland permanent and cheating out Omniscience ? Are we using it as a value engine? Are we playing a color-shifted Demonic Consultation Thassa's Oracle deck? The Old FormulaĪs you can see, Mutate is a theme that is fairly well explored with Illuna, Apex of Wishes. Regarding Illuna's triggered ability, the possibilities are endless. It feels more like a bonus than a build-around when constructing a deck at this point, not to mention that it does seem like a mess to keep track of in a multiplayer game. While Illuna rewards us for Mutating it multiple times, the mechanic is still not on very many cards. ![]() This is a double-edged sword, since, on the one hand, it amplifies our possible targets, but on the other hand, it broadens the hit pool, making it harder to build around it. For one thing, it has a turbo version of Polymorph that isn't restricted to only creatures. Put that card onto the battlefield or into your hand. Whenever this creature mutates, exile cards from the top of your library until you exile a nonland permanent card. They mutate into the creature on top plus all abilities from under it.) (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own.
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