Storm Cauldron:
Info: Color=Artifact Type=Artifact Cost=5
Text(6th): Each player may play an additional land during each of his or
her
turns. ; Whenever a land is tapped for mana, return it to its owner's
hand.
If a land is tapped for mana, it is returned to its owner's hand as a
triggered ability. [Aahz 96/06/17]
If a land is tapped for mana and sacrificed all in one action, it goes to
the graveyard before the Storm Cauldron can return it to the player's
hand. [Duelist Magazine #12, Page 32]
Having multiples of these in play means you can play an additional land
for
each one. [bethmo 96/09/30]
I have got one idea myself:
Get your mana from artifact sources and put a "Ank of Mishra" into play.
Ankh of Mishra:
Info: Color=Artifact Type=Artifact Cost=2
Text(5th/6th): Whenever a land comes into play, ~this~ deals 2 damage to
that land's controller.
Greetings
Andries
>[suggestion of Ankh of Mishra with Storm Cauldron]
a nice idea in principle, but I think that putting all this artifact
mana/ankhs/cauldrons in will make the deck lose focus (whatever else you are
trying to do...)
The problem is that you're only hurting your opponent after you got Cauldron
( 5 Mana !!!) and Ankhs out, and can't completely avoid hurting yourself.
While you've been getting these out, your opponent will probably have played
enough creatures to kill you anyway and won't mind losing some life to
finish you off...
The benefit IMHO doesn't justify 12-16 cards (4 cauldron, 4ankh, 4-8
artifact mana) in your deck.
HTH,
Chris
Try using Cauldron with mana elves,explorations,gaea's cradle+stroke/blaze.
Alex
mailto:tzee...@kki.net.pl
Użytkownik A.C. Aarden <a.c.a...@student.utwente.nl> w wiadomości do grup
dyskusyjnych napisał:8813rk$fnk$1...@dinkel.civ.utwente.nl...
> Are there decks based around "Strom Cauldron" from the aliances series
?
>
I fooled around with Storm Cauldron back in the Alliances/Ice Age days.
Here's what I remember:
1)Use it to put cards back in their hand. If you use other bounce spells
(like Unsummon) you can keep them with tons of cards in hand (unless
they're playing weenie). I'd use Storm Seeker, Black Vise, and the like
to do lots of damage.
2)Combos nicely with Winter's Night (the Alliances enchantment that lets
you tap snow covered lands for double mana, with the drawback that they
don't untap next turn). Nullifies the WN drawback, and lets you get
tons of mana.
3)Interestingly enough, combos with Armageddon. If you tap four lands
(returning them to your hand) and announce Armageddon, your opponent is
in a quandry. If they tap mana to save lands they'll take mana burn - but
if they don't they lose land and you don't.
4)As you noted, you can do some shenanigans with Ankh of Mishra in which
they have to put land in their hand then can't put it back out for fear
of the Ankh.
None of the above strategies ever proved to be great in tourneys, but
they're all kind of fun (especially the Winter's Night variation - nothing
like playing with all snow covered lands!)
I remain a huge fan of Ice Age/Alliances,
K
And this is why they restricted Fastbond
Fastbond + Storm Cauldron = Channel
I only used SC ever in 2 decks:
1. Stasis, to pay for the Stasis for locks.
This isn't that good. Most of my Stasis decks go for a quick lock, in such a
case the curve is very tight. The cc of SC was just too high to work well.
2. This thing we called the Land Deck. It's gone through several evolutionary
stages. The whole deck revolves around Horn of Greed. It wasn't that
effective and eventually got the axe from the deck.
My advice is to just slip it in ur trade binder. Some cards just plain don't
work.
Don Quijote de la Mancha
Something like
4 Cauldron
4 Felwar
4 Black Vise
Lots of Elemental Walls (stone, fire, air, water)
2 Air Elemental (finishers)
2-3 Apprentice Wizard (U, Tap: Add 3 to mana pool)
4 Power Sink
4 Mana Leak
2-3 Mana Short
4 Fireball
misc DD (bolt, incinerate, etc...)
4 of each Urza land
4 Volcanic Island
4 Rainbow Vale (Cauldron removes the drawback)
Use walls for defence, DD for crowd control and making friends (I'll save
you by blasting his creature...). Counter BIG spells ('geddon, wrath,
jokulhaups) with a sink or leak. Finish off injured opponents with
fireballs. It wasn't very effective, but fun to play. The cauldron always
made people think a little more before playing stuff.
I think I might rebuild a controlish type blue deck using it with disruptive
students/voldalian mages (T: Counter spell unless they pay 1), mana leaks,
force spike, power sink. Use man-o-wars for bounce. Could prove very
annoying :)
Karl Allen <kal...@duncan.cs.utk.edu> wrote in message
news:881coq...@duncan.cs.utk.edu...
Target land with the smokestack, take them in your hand, tapping them for
mana (to make a treefolk) or
Target them with umbilicus, take them to your hand.
Once you get the Couldron, have fun, power sink your opponent, using an
Island and a Craddle.
Play them again (exploration)
Use the grangers to get extra land (instsead of echo, use them for
umbilicus)
The deck below wasn't my final deck, but it works (replace some of the
quarry's)
MtG Deck - Smoke storm.mdb (copy out of Magic Suitcase)
I guess you understand, you tap all mana, before attacking with Multani ....
(again with a power sink ... during opponents turn)
3 Storm Cauldron 87,20 BFArt 5 Artifact
Each player may play an additional land during each of his or her
turns. Whenever a land is tapped for mana, return it to its
owner's
hand.
3 Smokestack 139,60 BF
Art 4 Artifact
During your upkeep, you may put a soot counter on Smokestack.
During
each player's upkeep, that player sacrifices a permanent for each
soot
counter on Smokestack.
4 Exploration 72,00 BFG G Enchantment
You may play an additional land each turn.
4 Multani's Acolyte 14,80 BFG GG Smn Elf
2/1
Echo. When Multani's Acolyte comes into play, draw a card.
4 Yavimaya Granger 2,00 BF G 2G Smn Elf
2/2
Echo. When Yavimaya Granger comes into play, you may search your
library for a basic land card and put that land into play tapped.
Shuffle your library afterward.
4 Priest of Titania 6,00 BF G 1G Smn Elf
1/1
<T>: Add <G> to your mana pool for each Elf in play. Play this
ability
as a mana source.
3 Umbilicus 101,60 BF
Art 4 Artifact
During each player's upkeep, that player pays 2 life or returns a
permanent he or she controls to owner's hand.
1 Multani, Maro-Sorcerer 250,00 BF
G 4GG Smn Legend
*/*
Multani, Maro-Sorcerer has power and toughness each equal to the
total number of cards in all players' hands. Multani cannot be the
target of spells or abilities.
2 Argothian Wurm 284,00 BF
G 3G Smn Wurm
6/6
Trample. When Argothian Wurm comes into play, any player may
sacrifice
a land to put Argothian Wurm on top of owner's library.
4 Treetop Village 32,80 BFLnd Land
Treetop Village comes into play tapped. <T>: Add one green mana to
your mana pool. <1G>: Treetop Village becomes a 3/3 green creature
with trample until end of turn. This creature still counts as a
land.
8 Forest 54,00 BFLnd Land
<G>
4 Island 54,40 BFLnd Land
<U>
4 Thran Quarry 358,80 BF
Lnd Land
At the end of each turn, if you control no creatures, sacrifice
Thran
Quarry. <T>: Add one mana of any color to your mana pool.
2 Gaea's Cradle 357,60 BF
Lnd Legd Land
<T>: Add <G> to your mana pool for each creature you control.
2 Worldly Tutor 45,60 BFG G Instant
Search your library for a creature card and reveal that card.
Shuffle
your library, then put the card on top of it.
4 Power Sink 8,00 BF U XU Instant
Counter target spell unless its controller pays <X> more. If he or
she
doesn't, tap all mana-producing lands that player controls and
empty
his or her mana pool.
2 Tinker 28,80 BFU 2U Sorcery
At the time you play Tinker, sacrifice an artifact. Search your
library for an artifact card and put that artifact into play.
Shuffle
your library afterward.
4 Yavimaya Elder 8,00 BF G 1GG Smn Creature -
Druid2/1
When Yavimaya Elder is put into a graveyard from play, you may
search
your library for up to two basic land cards, reveal them, and put
them
into your hand. If you do, shuffle your library. <2, Sacrifice
Yavimaya Elder>: Draw a card.
Sideboard:
1 Multani, Maro-Sorcerer 250,00 BF
G 4GG Smn Legend
*/* 1
Multani, Maro-Sorcerer has power and toughness each equal to the
total number of cards in all players' hands. Multani cannot be the
target of spells or abilities.
2 Faerie Conclave 14,80 BFLnd Land
2
Faerie Conclave comes into play tapped. <T>: Add one blue mana to
your mana pool. <1U>: Faerie Conclave becomes a 2/1 blue creature
with flying until end of turn. This creature still counts as a
land.
3 Tranquility 44,80 BFG 2G Sorcery
3
Destroy all enchantments.
4 Uktabi Orangutan 82,00 BFG 2G Smn Creature - Ape
2/2 4
When Uktabi Orangutan comes into play, destroy target artifact.
1 Thran Foundry 33,60 BFArt 1 Artifact
1
<1, T, Remove Thran Foundry from the game>: Target player shuffles
his
or her graveyard into his or her library.
2 Raven Familiar 12,00 BFU 2U Smn Bird
1/2 2
Flying, Echo When Raven Familiar comes into play, look at the top
three cards of your library. Put one of them into your hand and
the
rest on the bottom of your library in any order.
2 Creeping Mold 123,20 BF
G 2GG Sorcery
2
Destroy target artifact, land, or enchantment.
"A.C. Aarden" wrote:
> Are there decks based around "Strom Cauldron" from the aliances series ?
Use Fastbond and Glacial Chasm for Infinite mana
As much mana (a finite amount, however) as you want, yes. Infinite mana,
no.
Steve L
I believe Storm Cauldron has been reprinted in
6th edition, so actually you can try to make a
type 2 deck with it...
Storm Cauldron is an old favorite of mine. I had
an old "Stormy" deck that used the Cauldron,
Stormbind, Storm Seeker and Lands Edge to do
wacky stuff with the Cauldron. Fun, but not
exactly the best deck in the world, especially
when you opponent started throwing lands at *you*.
But there's a new enchantment in Nemesis that
got me thinking... Overlaid Terrain. For 2GG,
you cast an enchantment that makes you sacrifice
all your lands, but then it makes all of your
lands produce 2 mana of any color when you tap
it. Hmmm... seems like a perfect card to go
in a Storm Cauldron deck! Tap your mana for
the Terrain, but the Cauldron bounces them back
to your hand so they aren't destroyed. The
Cauldron also lets you (and your opponent)
play an extra land a turn... mix in Exploration
and you've got all kinds of land bouncing,
mana generation going on.
The trick is what to do with all that...
I haven't gotten that far yet ;)
Any ideas? Spontaneous Generation comes
to mind...
Bennie
Sent via Deja.com http://www.deja.com/
Before you buy.
[about Storm Cauldron + Overlaid Terrain + Exploration]
> The trick is what to do with all that...
>
> I haven't gotten that far yet ;)
>
> Any ideas? Spontaneous Generation comes
> to mind...
... and Last-Ditch Effort comes to mine ;-)
Just add Crop Rotation, Gaea's Cradle, Collective Unconscious (Saproling
Cluster ?) and the usual mana creatures (birds, elves & co) and you have an
"explosive" deck. Or Stroke of Genius + Iron Maiden / Viceling, if you feel
evil.
Laurent Cassaro
seems we'll never stop cross-minding :-)
this time, ok, you said it first :-(
Thierry
----------
Dans l'article <888i0d$7i2$1...@minus.oleane.net>, "Laurent Cassaro"
<laurent...@sescoi.fr> a écrit :
_As_ OT comes into play.
>but then it makes all of your
>lands produce 2 mana of any color when you tap
>it. Hmmm... seems like a perfect card to go
>in a Storm Cauldron deck! Tap your mana for
>the Terrain, but the Cauldron bounces them back
>to your hand so they aren't destroyed.
Doesn't work; the lands vanish -as- the OT appears in play. This isn't
a triggered ability with time to respond to it. (The mtgnews spoiler list,
early version, had it as a triggered ability. It's not one.)
Dave
--
\/David DeLaney d...@panacea.phys.utk.edu "It's not the pot that grows the flower
It's not the clock that slows the hour The definition's plain for anyone to see
Love is all it takes to make a family" - R&P. VISUALIZE HAPPYNET VRbeable<BLINK>
http://panacea.phys.utk.edu/~dbd/ - net.legends FAQ/ I WUV you in all CAPS! --K.
It doesn't need to be a triggered ability to make that trick possible.
Why?
If you tap the lands for mana when you pay the Terrain's costs, the
Cauldron's trigger will bounce them before Terrain resolves. You could
even tap the lands for mana and let the Cauldron trigger resolve, then
play Terrain with no lands in play and pay for it with the mana in your
mana pool. Or am I missing something here?
Yaroslav Berezovsky
Hmmm...how can we min/max this one?
Each player may play an additional land each turn. So, no matter
what, you should be able to pull off 2cc and lower spells during a
turn. How about spells that play with the stack a little bit like
Snap? Tap the lands, put the Cauldron's triggered land-return ability
on the stack, Snap, put the untap ability for the lands on the stack,
untap the lands, Snap...now the opponent is in a position to have to
cast something next turn or lose board control.
It would take quite a bit more than just a few Snaps to get this
to work well, though.
The Cauldron is an Artifact, and while expensive,
Tinker/Enlightened Tutor/Artifact Mana could help get it out on the
table faster. Enlightened Tutors and Rectors could be used to get an
Exploration on the table, too. With a couple of multi-colored mana-
generators and some alternate mana-generation, this could be a decent
combo with any kind of scalable Sorcery. This might work especially
well with Prosperity. Cast Prosperity, return lands to your hand and
draw a bunch of cards (drawing into the next Prosperity), drop a bunch
more land on the table through Exploration, Prosperity for another good
chunk of your deck, pick up your lands, drop a whole boatload of lands
on the table, Blaze/Stroke for the win.
Yippee!
Leon Workman
It does work; the Storm Cauldron puts the land in your
hand whenever you tap them for mana, BEFORE you cast
the OT. Tap your lands, float the mana, return the lands
to your hand. Cast OT-- oops, there's no lands to
destroy! Then play your lands back out again with
Exploration and the Cauldron's ability, and now all
your lands produce two mana...
Don't know if the deck is competitive, but it
would at least be fun.
Bennie
"A.C. Aarden" wrote:
>
> Are there decks based around "Strom Cauldron" from the aliances series ?
>
> Storm Cauldron:
> Info: Color=Artifact Type=Artifact Cost=5
> Text(6th): Each player may play an additional land during each of his or
> her
> turns. ; Whenever a land is tapped for mana, return it to its owner's
> hand.
> If a land is tapped for mana, it is returned to its owner's hand as a
> triggered ability. [Aahz 96/06/17]
> If a land is tapped for mana and sacrificed all in one action, it goes to
> the graveyard before the Storm Cauldron can return it to the player's
> hand. [Duelist Magazine #12, Page 32]
> Having multiples of these in play means you can play an additional land
> for
> each one. [bethmo 96/09/30]
>
> I have got one idea myself:
>
> Get your mana from artifact sources and put a "Ank of Mishra" into play.
>
> Ankh of Mishra:
> Info: Color=Artifact Type=Artifact Cost=2
> Text(5th/6th): Whenever a land comes into play, ~this~ deals 2 damage to
> that land's controller.
>
> Greetings
>
> Andries
--
-daoist
http://www.public.iastate.edu/~daoist
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