MTG > Metagame Commander > deck Svella, Ice Shaper
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{T}: Add {C}.
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Boiling Earth deals 1 damage to each creature your opponents control. Awaken 4—{6}{R} (If you cast this spell for {6}{R}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
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{T}: Destroy target land unless its controller has Dwarven Driller deal 2 damage to them.
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Destroy X target artifacts.
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Indestructible (Effects that say "destroy" don't destroy this artifact.) {T}: Add one mana of any color.
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Regenerate target creature.
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Each player sacrifices a land for each card in your hand.
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Exile all permanents. Exile all cards from all hands and graveyards. Each player's life total becomes 1.
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At the beginning of your upkeep, you may look at the top card of your library. You may cast it without paying its mana cost if it's an instant or sorcery spell.
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Destroy target land. Add {R}{R}.
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When Rishkar, Peema Renegade enters, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has "{T}: Add {G}."
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{T}: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.
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Flying {2}{S}: Tap target creature and put an ice counter on it. ({S} can be paid with one mana from a snow source.) Creatures with ice counters on them don't untap during their controllers' untap steps.
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Permanents you control gain hexproof and indestructible until end of turn.
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Imprint — When Knowledge Pool enters the battlefield, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with Knowledge Pool without paying its mana cost.
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Indestructible As long as your devotion to red is less than five, Purphoros isn't a creature. Whenever another creature enters the battlefield under your control, Purphoros deals 2 damage to each opponent. {2}{R}: Creatures you control get +1/+0 until end of turn.
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Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.
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Destroy target artifact or land. Suspend 4—{1}{R} (Rather than cast this card from your hand, you may pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
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Whenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.
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Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
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As Game Trail enters, you may reveal a Mountain or Forest card from your hand. If you don't, Game Trail enters tapped. {T}: Add {R} or {G}.
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Shock deals 2 damage to any target.
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Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
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+1: Untap target Mountain. It becomes a 4/4 red Elemental creature until end of turn. It's still a land. −2: Add {R} for each Mountain you control. −5: You get an emblem with "Mountains you control have '{T}: This land deals 1 damage to any target.'"
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This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.
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This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
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The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
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Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards. Suspend X—{X}{3}{R}. X can't be 0. (Rather than cast this card from your hand, you may pay {X}{3}{R} and exile it with X time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever a time counter is removed from Detritivore while it's exiled, destroy target nonbasic land.
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Whenever Radha, Heir to Keld attacks, you may add {R}{R}. {T}: Add {G}.
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Destroy target land.
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At the beginning of your upkeep, sacrifice Territorial Dispute unless you sacrifice a land. Players can't play lands.
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Choose one — • Counter target blue spell. • Destroy target blue permanent.
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{R}: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
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At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process. Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Countryside Crusher.
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{T}: Add {G}.
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+1: Add {R}{R}{R}. Spend this mana only to cast instant or sorcery spells. +1: Discard up to three cards, then draw that many cards. −8: You get an emblem with "You may cast instant and sorcery spells from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead."
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Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
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Searing Spear deals 3 damage to any target.
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{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.
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At the beginning of your upkeep, you may put a soot counter on Smokestack. At the beginning of each player's upkeep, that player sacrifices a permanent of their choice for each soot counter on Smokestack.
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Whenever a permanent becomes tapped, put a wind counter on it. If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead.
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Destroy all Plains.
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{X}{X}{R}, {T}, Sacrifice Orcish Settlers: Destroy X target lands.
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Creatures with power 3 or greater don't untap during their controllers' untap steps.
Main Deck cards Svella, Ice Shaper
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9.0 in 100% of decks
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5.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
Strategy
### Commander Deck: Svella, Ice Shaper **Commander:** Svella, Ice Shaper **Strategy Overview:** The deck built around Svella, Ice Shaper focuses on leveraging snow permanents and creating a strong board presence with a mix of ramp, removal, and powerful finishers. Svella's ability to generate mana and create ice counters allows for explosive plays, especially when combined with snow lands and other synergies. The deck aims to control the board while building up to powerful spells and creatures that can swing the game in your favor. #### Key Strategies: 1. **Ramp and Mana Generation:** - Utilize cards like **Arcane Signet**, **Sol Ring**, and **Fyndhorn Elves** to ramp into larger spells quickly. - Svella's ability to generate mana from snow permanents can help cast high-cost spells or activate powerful abilities. 2. **Snow Synergy:** - The deck includes various snow lands (e.g., **Snow-Covered Forest**, **Snow-Covered Mountain**) that not only fuel Svella but also enable other snow-themed cards. - Cards like **Faceless Haven** can become a creature threat while also being a snow land. 3. **Removal and Control:** - Utilize spells like **Vandalblast**, **Chaos Warp**, and **Beast Within** to deal with threats on the board. - **Blasphemous Act** can serve as a board wipe, clearing the way for your attackers. 4. **Combo and Finishers:** - **Fable of the Mirror-Breaker // Reflection of Kiki-Jiki** provides both ramp and a way to create copies of powerful creatures. - **Calamity of Cinders** can serve as a finisher, especially if you have enough snow permanents to deal significant damage. 5. **Protection and Utility:** - **Heroic Intervention** and **Deflecting Swat** provide ways to protect your board state or redirect spells that may threaten your strategy. - **Rings of Brighthearth** can double your activated abilities, enhancing Svella’s mana generation or other key abilities. #### Strengths: - **Versatile Ramp:** The combination of snow lands and mana rocks allows for explosive plays and the ability to cast multiple spells in a turn. - **Strong Removal Suite:** The deck has a variety of removal options, making it adaptable to different threats. - **Powerful Finishers:** Cards like **Calamity of Cinders** and **Blasphemous Act** can swing the game in your favor, especially when your opponents are unprepared. - **Protection Options:** The inclusion of protective spells helps maintain board presence and deter opponents from targeting your key pieces. #### Weaknesses: - **Reliance on Snow Permanents:** The deck’s strategy heavily relies on snow permanents, which can be disrupted by cards that destroy lands or remove key components. - **Vulnerability to Graveyard Hate:** If your strategy involves recursion or utilizing the graveyard, cards that exile or disrupt graveyards can hinder your game plan. - **Potentially Slow Start:** If you don’t draw your ramp pieces early, the deck can struggle to get going, leading to a slower game. - **Limited Creature Threats:** While there are some strong finishers, the deck may lack a diverse array of threats, which can make it predictable. ### Conclusion: The Svella, Ice Shaper deck is a unique take on snow-themed strategies in Commander. With a focus on ramping into powerful spells and maintaining control of the board, it can be both fun and competitive. However, players should be mindful of its weaknesses and be prepared to adapt their strategy based on the opponents they face. Overall, it’s a deck that rewards creativity and strategic thinking, making it a great choice for players who enjoy a blend of control and explosive plays.
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