UNTAP STORM. count mana, fuel and storm.
Build a funded ritual turn with Underworld Breach, then use the partner engines to recover when the first attempt is stopped.
At the table
Pod notes →- Keep
- Acceleration, access to the required colors, and a tutor or draw engine that leads to a funded attempt; include usable protection.
- Develop
- Build disposable graveyard cards while retaining Oracle. Choose between a ritual turn and a partner-based rebuild after interaction.
- Finish
- Breach/LED/Brain Freeze is finite: track the seven-card starting reserve when Oracle is still in the library, six-card per-cycle escape costs, changing storm, available library, and Oracle fuel. Oracle/Consultation costs three mana; Oracle/Pact costs four.
- Watch out
- LED discards the hand and cannot be activated while paying for a spell. Count Rain of Filth sacrifices, taxes, and available blue mana before committing.
Guide reviewed List ae19e316
Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.
Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.
A Bracket 5 WUBR ritual-storm build with both partners in the command zone.
Full gameplan
Early attempts depend on colored mana, graveyard fuel and protection; the turn window is an untested estimate.
Opening hands
Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.
KeepShow the seven
- Underground Sea
- City of Brass
- Lotus Petal
- Dark Ritual
- Demonic Tutor
- Silence
- Mystic Remora
Two colored lands support early card flow or a tutor plan, and Ritual/Petal can fund a later attempt. Preserve Silence mana for the committed turn. This is a setup hand, not proof of a turn-one win.
BorderlineShow the seven
- Command Tower
- Sol Ring
- Lion's Eye Diamond
- Grinding Station
- Underworld Breach
- Brain Freeze
- Pact of Negation
Several engine pieces are present but the colored mana and initial graveyard fuel are not yet sufficient. LED would discard useful cards, and Pact requires winning or paying later. Prefer a free mulligan at seven over assuming the next draws supply all missing resources.
MulliganShow the seven
- Command Tower
- City of Traitors
- Force of Will
- Fierce Guardianship
- Pact of Negation
- Last Chance
- Rite of Flame
The hand has conditional interaction and burst resources without a draw engine, tutor or complete win. City of Traitors also complicates later land development. Last Chance and Pact create deadlines that this opening does not yet support.
Kraum, Ludevic's Opus + Tymna the Weaver strategy guide
What this deck is, and how it differs from Blue Farm
This build shares its partners with Blue Farm and emphasizes rituals, Lion’s Eye Diamond and Underworld Breach. It commits more resources to a single turn, making the fuel and protection budget central. Both partners begin in the command zone; they can rebuild a hand after a stopped attempt.
A slower pod may give time to prepare a protected turn; a disruptive pod may require resolving engines and removing hate first. Do not choose the list on an unsupported matchup ranking or assume Blue Farm only wins on opponents’ turns.
The commanders
Tymna the Weaver, {1}{W}{B}, 2/2 lifelink. Pay X life at each of your postcombat main phases, where X is the number of opponents dealt combat damage this turn, and draw X cards. Any creature can deal the damage for Tymna; her own lifelink only offsets the payment when she actually deals damage.
Kraum, Ludevic’s Opus, {3}{U}{R}, 4/4 flying haste. Draw whenever an opponent casts their second spell each turn.
Both matter beyond the cards. Fierce Guardianship, Deflecting Swat and Jeska’s Will all check whether you control a commander, so keeping a body on the battlefield turns three cards in the deck on: one free counterspell, one free redirect, and a ritual that gives you both modes instead of one. Deflecting Swat counters nothing; it changes the targets of a spell or ability, which is how you save your combo from removal or point their removal somewhere else. Beseech the Mirror is not one of the three. Its condition is bargain, not a commander.
How you win
Line A: Underworld Breach, Lion’s Eye Diamond and Brain Freeze. Finite storm.
Start with Breach on the battlefield, LED and Brain Freeze in the graveyard, and seven disposable graveyard cards besides those pieces when Oracle is still in the library. Six is sufficient to start if Oracle is already separately reserved in the graveyard. The starting hand must be expendable because LED discards it. This is an opening fuel budget; each newly revealed card changes what you can safely exile.
- Escape LED by exiling three disposable cards. Once it resolves and you have priority, activate it: discard your hand, sacrifice LED and add {U}{U}{U}. Its mana ability has an instant-timing restriction, so you cannot activate it in the middle of paying for another spell.
- Escape Brain Freeze for {1}{U}, exiling three more disposable cards. One blue remains. LED was cast this turn, so even with no earlier spells, Freeze has one storm copy and can mill six.
- Track each target and the actual mill. A full first cycle spends six cards, mills at least six, returns LED and Freeze to the graveyard, and nets one blue. The next cycle has two additional spells in the storm history; its mill is larger, not a fixed six.
- Stop once you can win. If the first six-card mill contains Oracle, the seven-card starting reserve leaves six disposable cards for the next full LED/Freeze cycle. Starting with only six would leave five and stall. Preserve Oracle and recalculate fuel before continuing. Before emptying your library, reserve {U}{U}, Oracle, and three other cards for its escape. Do not start a final cycle that cannot pay its costs.
This is a finite sequence: the library and exile fuel run out. If the very first Freeze empties a short library, its one floating blue is not by itself enough for Oracle; an additional blue source or a separately funded LED escape is required. Milling opponents is not an immediate win unless another effect converts it; their losses normally occur on later failed draws.
Line B: Underworld Breach, Grinding Station and a zero-mana artifact. Finite self-mill.
Use Lotus Petal, LED, Memnite, Chrome Mox, Mox Opal or Mox Amber. Chrome Mox need not imprint because Station only needs an artifact. Mox Diamond requires a fresh land discard to enter on every iteration, so do not treat it as a repeatable zero-cost piece.
Requirements: Underworld Breach and Grinding Station on the battlefield, a reusable zero-mana artifact in the graveyard, six disposable graveyard cards besides it, and {U}{U} available outside the loop. If Oracle is already in the graveyard, do not count it among those six. Oracle must be accessible in the library or graveyard; if it is already in hand, reserve it and hard-cast it instead. This is a conservative sufficient fuel budget, not the minimum for every board state. No effect may prevent casting from the graveyard, artifacts entering, Station activating, or cards reaching the graveyard.
- Escape the artifact, exiling three disposable cards. Its entry triggers Station; let that trigger untap Station.
- Tap Station and sacrifice the artifact to mill yourself three. The artifact returns to the graveyard; a full three-card mill replaces the three exiled cards. This makes no mana.
- Inspect the newly milled cards before another escape. Preserve Oracle and three other cards for its terminal escape; never spend a required piece as fuel. A final mill of only one or two cards reduces the available fuel, which is why the starting reserve matters.
- With the library empty, escape Oracle for {U}{U} and exile three other cards. Let Oracle resolve, then its trigger; an empty library satisfies the win condition at any devotion.
Fuel check: if the first mill finds Oracle and two disposable cards, starting with only three disposable cards leaves just two for the next escape and stalls. Starting with six leaves five disposable cards after protecting Oracle. Subsequent full mills maintain that reserve; a final one-card mill still leaves three. This line is finite, bounded by the library. Taxes add costs to every escape, Rule of Law limits casts, and graveyard hate can stop the engine. Opponents receive priority at the ordinary spell, trigger and ability windows.
Line C: Birgi plus Underworld Breach plus Grinding Station. Red mana per iteration.
Birgi, God of Storytelling reads “whenever you cast a spell, add {R}. Until end of turn, you don’t lose this mana as steps and phases end.” Every escaped spell is a cast, so Line B run with Birgi on the battlefield also generates {R} per iteration. This is not infinite. Each iteration mills three off your own library, so the loop is bounded by library size: roughly a third of your remaining deck in red mana, banked by Birgi’s “you don’t lose this mana as steps and phases end”, and then you are out of library and escaping the Oracle. Large and finite, which is all you need.
Line D: Oracle plus Consultation costs three mana; Oracle plus Pact costs four.
Cast the Oracle for {U}{U} and let it resolve. The trigger does not exist until the creature enters (CR 608.3a, 603.6a). With the trigger on the stack, respond with Demonic Consultation for {B}; name a card not in the deck when Consultation resolves. Consultation exiles your whole library, then the trigger resolves with a library of zero and you win.
This is not counterproof. Consultation is an ordinary instant cast under the trigger, so anything that counters an instant beats the line, and the trigger then resolves against a full library and does nothing. Three separate mechanisms stop you and they are not interchangeable: counter the Consultation, counter the trigger with Trickbind or Stifle, or prevent the win outright with Angel’s Grace, which counters nothing. You are trading a countered Oracle for a countered Consultation, which is the right trade because your library survives it. Killing the Oracle in response to the trigger does not stop it once the library is empty. The trigger is its own object, and an empty library satisfies the win clause at any devotion, because devotion is never negative. That protection is specific to the empty library: with cards still in your library, devotion decides it and removal in response can take the win away. Exiling your library is not a loss by itself; the 2008-10-01 Consultation ruling says you lose the next time you would draw.
Do not hold priority off the Oracle and Consult underneath it. If you do, a counterspell on the Oracle leaves you with no library and you lose on your next draw. Resolve the Oracle first and a counter costs you only the Oracle.
This list runs zero basic lands and every card name is unique, so Tainted Pact can exile the entire library if you decline every revealed card. {1}{B} for the same kill.
Line E: Ad Nauseam into rituals.
Ad Nauseam can provide a large hand, but the safe stopping point depends on life, revealed mana values and the remaining threats. The payoff sequence is:
-
Ad Nauseam down to a life total you can survive, with Tymna’s lifelink and the life you have banked in mind.
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Rain of Filth: until end of turn, your lands gain “Sacrifice this land: Add {B}.” Tap lands for needed colors first, then sacrifice only the lands required for a committed attempt. Black mana cannot replace the blue Oracle needs.
-
Convert the rest. What each one is actually worth on the turn you cast it:
Source Cost Converts to Dark Ritual {B} {B}{B}{B}, net +2 Culling the Weak {B} {B}{B}{B}{B}, net +3, and it eats a creature Mana Vault {1} {C}{C}{C}, net +2 Rite of Flame {R} {R}{R} plus one per Rite of Flame in any graveyard, net +1 or better Sol Ring {1} {C}{C}, net +1 Grim Monolith {2} {C}{C}{C}, net +1 Jeska’s Will {2}{R} both modes with a commander out Simian Spirit Guide from hand {R}, needing no permanent and no land Lotus Petal, Chrome Mox, Mox Amber, Mox Opal {0} one mana each, on their own gates Arcane Signet, Talisman of Dominance, Talisman of Progress {2} one mana, net negative this turn Mana Vault is the one that gets forgotten, and it ties Dark Ritual for raw output off a one-mana investment. Simian Spirit Guide matters most, because it makes mana from your hand with no permanent and no land, which is exactly the board state Rain of Filth leaves you in. Mox Diamond can still make mana if a land card remains in hand to discard; sacrificing battlefield lands does not remove lands from your hand.
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Underworld Breach, or Oracle plus Consultation, ends it.
Rain of Filth creates permission to sacrifice lands; it does not force you to sacrifice any. Budget a complete line and its protection before spending lands, because rebuilding after a stopped attempt may be difficult.
Last Chance is the same kind of card: {R}{R} for an extra turn, and you lose the game at that turn’s end step. Plan to win during the extra turn or otherwise handle its delayed loss trigger; casting it does not give you an extra main phase in the current turn.
Beseech the Mirror: tutor, bargain and timing
{1}{B}{B}{B} with bargain (sacrifice an artifact, enchantment or token as you cast it). Bargained, it searches for any card and lets you cast it free if its mana value is 4 or less.
The 98 cards outside the command zone include 71 nonlands, but Beseech itself is on the stack while it searches. 68 of its 70 other potential nonland targets have mana value 4 or less. Only cards still in the library are available to find. The only two it can find and not cast are Ad Nauseam and Force of Will, both mana value 5. The ones you are usually reaching for: Underworld Breach (mana value 2), Thassa’s Oracle (2), Demonic Consultation (1), Wheel of Fortune (3), The One Ring (4) and Grim Monolith (2). Lotho’s Treasures, any Mox, Memnite and Lotus Petal are all bargain fodder, but sacrificing a mana source or engine is a real cost; retain the mana and pieces needed after the search.
Ad Nauseam is mana value 5 and goes to your hand instead of being cast free. Plan for that.
Lotho is not a storm engine, and he costs you life. Read the whole card.
Lotho, Corrupt Shirriff: “Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token.”
Two things people miss. First, it is once per player per turn, on their second spell only. Your own spell chain gives Lotho one trigger during your storm turn. Opponents’ second spells can add more, but additional spells from you do not.
Second, it says a player, not an opponent, so you trigger it yourself, and every trigger costs you 1 life. In a four-player game the ceiling is four triggers in a single turn, one per player. This deck’s Line E is Ad Nauseam, so that life is not free. Count what Lotho has already taken before you decide how deep to go.
Mulligan
Keep: any hand with fast mana and a tutor. The ones that find your own combo piece are Vampiric Tutor, Demonic Tutor, Imperial Seal, Mystical Tutor, Enlightened Tutor, Gamble, Intuition, Gifts Ungiven and Beseech the Mirror.
Praetor’s Grasp is not one of them. It searches target opponent’s library, exiles a card face down, and lets you play it. It is a hoser and a steal, not a tutor: use it to strip the one Thassa’s Oracle out of a blue deck, or to take a win condition you can cast yourself. Never keep a hand on the strength of it.
Keep: Ad Nauseam plus the mana to cast it plus a ritual.
Keep: Underworld Breach plus a way to fill the graveyard (Wheel of Fortune, Gitaxian Probe, Exhibition Tidecaller, Cephalid-style self-mill from Grinding Station).
Ship hands that cannot develop a resource engine or funded attempt. In a heavily interactive pod, a functional partner-based value hand can be better than a fragile all-in hand.
Gemstone Caverns changes your mulligan math. If you are not the starting player and it is in your opening hand, you begin with it on the battlefield with a luck counter, exiling a card. That is a free land plus effectively going first on mana.
Protection while you go off
- Hexing Squelcher: cannot be countered itself, and spells you control cannot be countered. This is the card that lets a storm turn survive three blue opponents.
- Grand Abolisher: during your turn, opponents cannot cast spells or activate abilities of artifacts, creatures or enchantments. It does not stop land abilities.
- Silence: one mana, opponents cannot cast spells this turn.
- Drannith Magistrate: opponents cannot cast from anywhere except hand. It shuts off their commanders, their Breach and their flashback. It does not touch a Consultation or Tainted Pact into Thassa’s Oracle, because every card in that line is cast from hand.
- Deflecting Swat: free with a commander, redirect a removal spell or a targeted trigger. Ordinary Demonic Tutor and Vampiric Tutor have no targets, so Swat cannot redirect their searches.
- Pact of Negation and Fierce Guardianship: free counters. Remember Pact’s {3}{U}{U} on your next upkeep.
- The One Ring: cast it and you gain protection from everything until your next turn. Read that literally. It protects you, not your permanents, so it does nothing for Underworld Breach, Grinding Station or Lotho. What it buys is a turn cycle where you can still be attacked, but relevant damage to you is prevented and you cannot be targeted, which is enough when the thing killing you is Orcish Bowmasters or a swing from Kraum.
Common mistakes
- Activating Lion’s Eye Diamond with cards still in hand. Empty the hand first unless you are deliberately fuelling the graveyard.
- Starting the Breach loop without counting the graveyard. Line A needs seven disposable cards when Oracle remains in the library (six if Oracle is already separately reserved) to start, then continuing fuel and a funded terminal Oracle; it is not indefinitely self-sustaining.
- Spending lands with Rain of Filth without a complete mana budget, or casting Last Chance without a plan for its extra-turn deadline.
- Wheeling into a table with more cards than you. Wheel of Fortune refills three opponents as well as you. It is a storm enabler and graveyard filler first.
- Wheeling with Necropotence out. Necropotence reads “whenever you discard a card, exile that card from your graveyard,” so discarded cards trigger exile from your graveyard rather than remaining reliable Breach fuel. Wheel discards the hand you actually have, which need not be seven cards. The two cards are close to anti-synergy: wheel first, or resolve Necropotence after.
- Forgetting that Opposition Agent does not stop Demonic Consultation or Tainted Pact. Neither one searches a library; they exile from the top.
- Casting Ad Nauseam without a plan for the mana afterward.
Pod notes
Say before shuffling up
This is Bracket 5 ritual storm with Kraum and Tymna together in the command zone. The main engine is Underworld Breach with Lion's Eye Diamond and Brain Freeze, backed by Oracle and library-exile spells. It has fast mana, tutors, free interaction and Last Chance for an extra turn with a lose-the-game deadline. I will track storm, floating mana and escape fuel openly, and pause as new cards are revealed instead of assuming a hidden-information shortcut.
decks.foiltilt.com/cedh/kraum-tymna/bracket-5/
State spells, targets, floating mana and trigger counts clearly, and pass priority at each relevant window. Agree on a finite shortcut and its resulting state; another player may interrupt at a specified point. Revealed or drawn cards can change decisions, so do not shortcut conditional hidden-information choices. Choose a numerical X when casting an X spell.
Track Pact and other delayed triggers openly. If something is missed, pause and apply the table’s rules or call the event judge; do not infer intent or invent penalties. The rules allow a player to concede at any time. Agree on considerate concession etiquette before play, and consult a named event’s published policy for tournament procedures.
Bracket references: October 2025 definitions and February 2026 update. Combo timing and shortcuts follow the August 2026 Comprehensive Rules. Turn windows here are untested estimates, not measured win rates.
MTG terms that show up above.
Open glossary
- Game Changer
- A card on Wizards' published Game Changer list. Brackets 4 and 5 have no numerical cap; cEDH play uses the Commander banned list and competitive expectations.
- Bracket
- Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
- Voltron
- The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
- Commander damage
- A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
- ETB
- Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
- Equip
- An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
- Attach
- The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
- Free equip
- Attaching without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
- Treasure
- Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
- Phase Out
- A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
- Cascade
- A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
- Affinity
- A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
- Modified
- A creature is modified if it has a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
- Vigilance
- Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
- Lifelink
- Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
- Mindslaver
- A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
- Metalcraft
- An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
- Impulse draw
- Exile cards with permission to play or cast them for a stated duration. Follow the effect's exact timing, land-play, and cost restrictions.
- Mulligan
- Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
- Drain
- A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
- Rule-zero
- The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
- Summoning sickness
- A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
- Replacement effect
- A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
- Storm
- A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
- Mana Vault
- A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.
All 100 cards.
Blue Farm cEDH pilot guide: Kraum and Tymna card advantage, Oracle sequencing, Borne Upon a Wind timing, and finite Breach fuel accounting.
Chatterfang cEDH guide: seeded sacrifice engines, life and draw limits, Aluren/Acererak dungeon wins, tutors and disruption.
Kinnan cEDH guide: Basalt colorless mana, Thrasios conversion, colored payoff requirements, protection and common stax interactions.
Custom builds, cEDH lists and stock precons, filtered by colour, bracket or commander.