Temur / Combat tricks / Xyris · Bracket 3

The Gathering Storm

A Xyris field guide: turn small combat tricks into cards, Snakes, and a growing commander-damage threat.

Command zone
Xyris, the Writhing Storm
Selected view
Selected high B3 plan
Xyris, the Writhing Storm
One hit. A gathering storm.
38Lands
94Unique names
2.42Nonland average MV
Bracket 3Game Changer: Cyclonic Rift

Combat lab

Power becomes possibility.

Explore a clean connection. Enter Xyris’s final power, including any prowess and buffs already applied. This illustration assumes no blockers, damage prevention, draw replacement, removal, or opponent elimination. Both double-strike hits use the same power; mid-combat spells are not modeled.

9 combat damage · 9 cards for each player · 9 Snakes

At 21 cumulative commander combat damage a player loses before the draw trigger resolves. That player draws no cards and produces no Snakes from those draws. Your draw can still resolve. These displayed totals therefore do not apply through a lethal hit.

Command Zone 658 review · overlapping roles

Built for repeated combat.

38 lands14 advantage10 ramp15 targeted answers4 mass answers43 plan cards

The baseline is 38 / 12 / 10 / 12 / 6 / 30. Extra draw and flexible answers support a commander-dependent engine; fewer sweepers avoid repeatedly clearing our own token resources. The tradeoff is less access to resets. Cheap tricks shift the curve downward, but several need Xyris or another creature to do useful work. Cantrips alone are not counted as card advantage, and protection alone is not opposing disruption.

Pilot notes

Build the storm. Choose the moment.

Field note

Keep a route to the first hit

Look for three lands, early green access, a two-mana ramp spell, and a useful protection or evasion piece. A hand full of pumps with no ramp or independent draw is fragile. Fetch for the next two turns: green first, then the blue and red needed for Xyris.

Cards: Nature's Lore · Three Visits · Farseek · Arcane Signet

Field note

Five mana casts Xyris. Six lets you defend it.

With four land drops and one ramp effect, turn four usually supplies exactly five mana. Casting Xyris then spends it all. Another ramp effect, a free Deflecting Swat, or waiting a turn changes that risk. A turn-five first attack is the ordinary starting point; haste needs its own mana and setup.

Cards: Xyris, the Writhing Storm · Swiftfoot Boots · Deflecting Swat

Field note

Choose who gets the cards

Find a player you can connect with, then consider what their fresh hand could do to the table. Resolve unblockability before blockers. With a clean attack, wait until blockers are declared before committing optional pumps. Keep mana for an answer to removal; drawing cards later does not protect the first hit.

Cards: Kaseto, Orochi Archmage · Bria, Riptide Rogue · Overprotect

Field note

Two damage steps. One important window.

Might of the Nephilim makes unmodified Xyris a 9/11. Add Temur Battle Rage for 18 unblocked combat damage, short of a fresh 21-damage commander kill. Let the first-strike draw resolve before casting Fists of Flame between damage steps. Its bonus uses cards drawn so far when it resolves; it does not keep growing afterward.

Cards: Might of the Nephilim · Temur Battle Rage · Fists of Flame · Psychotic Fury

Field note

The next turn belongs to the Snakes

Keep some tokens as blockers, turn spare 1/1s into cards with Skullclamp, or use established creatures for mana with Enduring Vitality. Fresh tokens cannot tap for mana without haste. Bria gives the army prowess, but each noncreature spell makes only one target unblockable. Protect the resources that matter for your next turn.

Cards: Skullclamp · Enduring Vitality · Bria, Riptide Rogue · Return of the Wildspeaker

Field note

A small Staff makes a very large storm

Wizard’s Staff costs two to cast and three to equip to Xyris, which is not a Wizard. It doubles both Xyris triggers: D damage to a surviving opponent normally means 2D cards for each player and 4D Snakes. Prowess also rewards subsequent noncreature spells. This is a major escalation point to watch in actual games.

Cards: Wizard's Staff

Field note

Count the whole table

Commander damage pressures one player while Snakes threaten several. Nine Snakes with Return of the Wildspeaker represent 36 damage before blockers, not a table kill by themselves. Embercleave costs five with one attacker, but a wide attack reduces it. Chandra’s Ignition deals noncombat damage and also hits your other creatures.

Cards: Embercleave · Chandra's Ignition · Return of the Wildspeaker · Cyclonic Rift

Field note

Save the engine; know what you give up

Slip Out the Back can protect Xyris from exile or a sweeper, but removes it from combat and switches off its engine while phased out. Whelming Wave preserves Xyris as a Leviathan while removing your Snakes and most other creatures. If Xyris dies, surviving ramp can support a seven-mana recast; Command Beacon and recursion offer alternatives.

Cards: Slip Out the Back · Whelming Wave · Command Beacon · Eternal Witness · Regrowth

Field note

Make the 99 do some work

Cold-Eyed Selkie carries power boosts when the commander is unavailable. Stormchaser Drake and Season of Growth reward targeted spells, while Archmage Emeritus rewards casting instants and sorceries. These keep the hand moving, but none replaces the complete Xyris engine.

Cards: Cold-Eyed Selkie · Stormchaser Drake · Season of Growth · Archmage Emeritus

Field note

High Bracket 3, with an honest clock

The selected table intent is high Bracket 3. A turn-seven-to-eight finish is a working expectation, not a measured result or an earliest possible win. Repeated combats are expected; Staff, double strike, and token mana can produce faster outliers. Track first eliminations as well as the final win. Reassess if protected early finishes become routine.

Cards: Xyris, the Writhing Storm

Selected 100

The hundred behind the storm.

Download decklist.txt