Solitaire and You

Storm is one of the most iconic and most powerful strategies in Magic’s history. It has warranted several bans in Modern, Legacy, and some Standard formats, and, in doing so, built up its status as the notorious “solitaire” deck. The appeal of the deck is tied into its unconventional game plan: being able to string together cards one after the other until you (somehow) find a way to win. Storm decks offer challenging gameplay with a large number of decision points that also largely ignore your opponents plans by trying to win all at once and before they do. That’s also why the deck can be so miserable to play against as you have to watch you opponent have fun beating you.

Brain Freeze.jpg Grapeshot.jpg

I could write a whole article about Magic’s Love-Hate relationship with Storm. I’m here instead to try and walk the untrodden path and build storm in EDH, which presents a few challenges and also a few new opportunities. The challenge is that, in a 100-card singleton format, there’s much less consistency. We don’t have to ban Seething Song because it isn’t a big deal when the card is 1% of your deck. That said, we have access to our commander 100% of the time, meaning we are guaranteed to draw a powerful engine.

What a Growing Storm Needs

Minds desire art.jpg

Every storm deck needs three things to get going: ways to cast a lot of spells (mana rituals, Paradoxical Outcome + eggs, candelabra effects, etc.), card draw, and a wincon.

There are plenty of great options for commanders that provide one of each of these (or sometimes multiple). Mizzix of the Izmagnus provides mana, Niv Mizzet, the Firemind card draw, Momir Vig, Simic Visionary sort of both since you can grab you mana dorks and he draws you them, etc. The best commander for storm is, of course, the mono black commander, Sidisi Undead Vizier


So we could play Sidisi, tutor up Ad Nauseaum on turn 2, and combo out our ex-friends before they even play a card. But I genuinely believe commander is, first and foremost, a casual format. So with that in mind, we’re going with the most tier-2 Storm commander I could find.

Tatyova, Benthic Druid


Tatyova isn’t the best pick,  and if we wanted to be spikier we’d play one of the Izzet commanders, Momir or Sidisi, but she does provide a very strong engine in the right shell. She obviously gives us a source of card draw, but since it’s tied to a means of getting mana (making extra land drops), and she’s in the perfect colors to take advantage of this, she enables a pretty powerful strategy.


To build Tatyova we’ll first layout each type of enabler for her (whether is cards like Azusa that let us make extra lands drops each turn or cards like Cultivate), and then look at wincons. From there, we’ll pick the best wincons, and slap some enablers that work for them into a decklist.


When I was going through looking for cards, I broke the mana-enablers into two classes:

Bloom effects-These cards allow you to make an extra land drop each turn or let you put extra lands from your hand into play. Creatures like Skyshroud Ranger allow us to put a land into play combo immediately with Retreat to Coralhelm. With a bounce land, we immediately can draw our whole deck and win the game.

Ranger.jpg llanowar scout.jpg

Explosive Vegetations– We’re playing a broccoli deck, so of course we’ll be playing a number of these anyways. They’re especially strong in this deck because they’re also divinations.

Explosive Veggies.jpg Kodama's Reach.jpg

Since this deck absolutely vomits its hand onto the table, Tatyova sometimes isn’t enough. I’ve found that running some on-theme Howling Mine effects like Ghirapur Orrery, Horn of Greed, and Rites of Flourishing can really help out.

orrery.jpg Rites of Flourishing.jpg

Here are some other cards I’m not including, but you might want to play or have lying around:

Abundance– I haven’t actually tried this card, but I could see it being a key enabler or a win-more.

Broken Bond-We can do a lot better than four mana for an extra land. I guess if your meta is REALLY heavy on hatebears then, sure. I could see this being like a budget Force of Vigor maybe?

Courser of Kruphix– The future sight effect is great, but that’s about it, and we won’t always need to be hitting more lands off the top when we have plenty of draws/ways of getting them into our hand.

Dreamscape Artist– I mean, three mana Thrill of Possibilities on a stick is fine?

Seedborn Muse– Most of the time we want to play stuff on our turn. If you can run more Vedalken Orrery effects might be really strong. Maybe for if you want to go a more controlling route?


There’s a lot more I haven’t gone through because, to be fair, there’s roughly a million green cards that deal with lands.

Possible Wincons

We can win through traditional storm, drawing our whole deck, turning our million lands into creatures, or landfalling to victory.

StormAetherflux Reservoir and Mind’s Desire are pretty much the only ones. I really like Reservoir since it’s pretty easy to pull off and synergizes with our commander’s lifegain ability.

aetherflux reservoir.jpg Mind's Desire

Lab ManLaboratory Maniac + Enter the Infinite. IT’s actually pretty easy to Enter by turn 5, so we’re running it as another way to win on the spot.

lab man.jpg enter the infinite.jpg

AwakeningsSylvan Awakening and Sudden Awakening give us ways to basically win on the spot once we’ve gotten enough lands. I’m running both of them since I think they’re really strong in aggressive metas.

sylvan.jpg sudden.jpg

LandfallAvenger of Zendikar, Rampaging Baloths, Roil Elemental, Zendikar’s Roil, etc. are all really strong grindy options, but pale in comparison to our other wincons in my opinion.

avenger BETTER.jpg roil elemental.jpg

Taking all of these into consideration, the wincons that made it into the final deck are Reservoir, Lab Man, Enter the Infinite, and both awakenings. It might be a little light, but if you find that you’re storming off an not killing everyone then I think Mind’s Desire, Baloths, and Avenger are the next card you’d want to add, in that order.

Final Decklist

Taking all of this into account, here is the final decklist!

Taytova Storm by Brandon Wood

Creature (16)
Azusa, Lost but Seeking
Beanstalk Giant
Coiling Oracle
Laboratory Maniac
Llanowar Scout
Lotus Cobra
Meloku the Clouded Mirror
Oracle of Mul Daya
Psychosis Crawler
Ramunap Excavator
Sakura-Tribe Scout
Skyshroud Ranger
Springbloom Druid
Trygon Predator
Wayward Swordtooth
Wood Elves

Sorcery (16)
Circuitous Route
Collective Voyage
Enter the Infinite
Explosive Vegetation
Far Wanderings
Grow from the Ashes
Kodama’s Reach
Rampant Growth
Rude Awakening
Skyshroud Claim
Summer Bloom
Sylvan Awakening
Urban Evolution

Instant (14)
Crop Rotation
Early Harvest
Force of Vigor
Growth Spiral
Mystical Tutor
Reality Shift
Simic Charm
Swan Song
1 Turnabout
Worldly Tutor

Enchantment (7)
1 Burgeoning
1 Exploration
1 Khalni Heart Expedition
Retreat to Coralhelm
1 Rites of Flourishing
Song of the Dryads
Trade Routes

Artifact (5)
Aetherflux Reservoir
Ghirapur Orrery
Horn of Greed
Sol Ring
Swiftfoot Boots

Land (41)
Breeding Pool
Coral Atoll
Fabled Passage
Flooded Strand
18 Forest
11 Island
Jungle Basin
Misty Rainforest
Polluted Delta
Scalding Tarn
Simic Growth Chamber
Verdant Catacombs
Windswept Heath
Wooded Foothills

The deck comes in at around $650 a the time of writing, which is pretty pricey for a casual deck. To make it more budget, we can swap the fetches for cards like Evolving Wilds, and cutting AzusaExplorationBurgeoningWordly Tutor, and Scapeshift get us down to a pretty reasonable level.


Either way, I’ve run this deck a few times in 4-player games and have had a ton of fun with it. The skill cap is really high, and there’s always a little shock value in playing 20+ lands in a turn and leaving your opponents with a Rude Awakening.



Interested in how the new mulligan rule has been received by some competitive players? Check out Jonah Gaynor’s article on alternatives to the London Mulligan.

Follow us on Twitter.

Like us on Facebook.