
At a glance
- Commander: Xyris, the Writhing Storm
- Colors: Temur
- Archetype: Temur group-draw wheel control
- Power tier: mid-high
Cards
The real card
Flying. Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token. Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
commander_oracle_ok = true — verified against the printed text via the CLI; the scout’s paraphrase was accurate. Two clauses matter: (1) any extra draw an opponent takes mints me a 1/1 Snake, and (2) Xyris connecting (a 5/4 flyer) refills my hand by 5 and hands the defending player 5 cards too — which, with Xyris out, immediately turns around and mints me more Snakes off their excess draws on subsequent turns.
Gameplan
This is a go-wide attrition deck wearing a group-draw coat. The honest read of the common pool: there are only ~7 true “each player draws” commons in GUR, so I can’t build a pure forced-draw engine. Instead the deck runs the group-draw payoffs it can (Vision Skeins, Burning Inquiry, Soaring Show-Off, Howling Golem, Selvala’s Enforcer, the death-draw artifacts) on top of a normal Temur value shell, and converts the resulting Snake swarm into damage. Inevitability comes from a widening board plus the most cards in hand, cashed out through reach burn (Massive Raid / Dogpile / Roar of the Crowd / Soul’s Fire / Fling) or a one-shot overrun (Thundering Ceratok, Stampeding Elk Herd, Tajuru Beastmaster, Goblin War Party, Crash Through).
Early turns: ramp and fix (12 sources), hold up counters/burn. Midgame: land Xyris, start forcing group-draw, build Snakes. Late: alpha strike for lethal trample, or fling/burn the table out with a board-count spell.
Key synergy lines
- Xyris + any “each player draws”: Vision Skeins (each draws 2) with Xyris out = 1 extra draw per opponent each = up to 3 Snakes for me, and I dig 2. Burning Inquiry mints up to 6 Snakes across the table for one mana.
- Xyris combat damage: connecting with the 5/4 flyer draws me 5 and gives the defender 5 — those 5 become up to 5 Snakes the following turn (every draw past their first in-step counts), snowballing the board.
- Distant Melody (name Snake): refills my hand for the whole swarm; a mid-game Snake army turns this into Ancestral-grade card draw.
- Reach finish: Massive Raid / Dogpile / Roar of the Crowd (name Snake) read the board and burn a player out from a wide table even through blockers. Soul’s Fire / Fling send a fattened Xyris or a pumped token to the face.
- Overrun finish: Thundering Ceratok / Stampeding Elk Herd / Tajuru Beastmaster grant trample to the whole Snake board for a one-turn kill.
- Sakura-Tribe Elder is itself a Snake — ramp that also feeds the tribe and the Distant Melody / Roar of the Crowd counts.
Role breakdown (with counts)
- Lands: 37 — heavy end for three colors. See manabase note.
- Ramp / fixing: 12 — Arcane Signet, Mana Cylix, Springleaf Drum, Energy Refractor, Golden Egg, Wayfarer’s Bauble (rocks/fixers), Rampant Growth, Nature’s Lore, Sakura-Tribe Elder, Cultivate, Kodama’s Reach, Harrow (green ramp; Cultivate/Kodama’s Reach/Harrow double as fixing).
- Card advantage: 17 — group-draw (Burning Inquiry, Vision Skeins, Soaring Show-Off, Howling Golem, Selvala’s Enforcer, Clockwork Fox, Friendly Teddy, Runed Servitor), self-draw (Frantic Inventory, Take Inventory, Accumulated Knowledge, Divination, Behold the Multiverse, Distant Melody), and rummage that fuels reach (Thrill of Possibility, Tormenting Voice, Big Score).
- Spot removal / interaction: 19 — burn (Lightning Bolt, Shock, Burst Lightning, Galvanic Blast, Magma Spray, Flame-Blessed Bolt), counters (Counterspell, Negate, Mana Leak, Essence Scatter, Exclude), bounce (Vapor Snag, Into the Roil, Blink of an Eye), green fight/removal (Plummet, Prey Upon, Rabid Bite, Hunt the Weak, Clear Shot). The burn doubles as reach to face.
- Mass wipes: 0 — GUR has no common board wipe. Compensated with 19 interaction pieces + the inevitability plan (wide Snake board you don’t want to wipe yourself anyway). Counters keep opposing bombs/wipes off the table.
- Payoffs / wincon package: Massive Raid, Dogpile, Roar of the Crowd, Soul’s Fire, Fling, Goblin War Party, Thundering Ceratok, Stampeding Elk Herd, Tajuru Beastmaster, Crash Through, plus utility creatures (Prodigal Sorcerer ping, Glass Asp, Library Larcenist, Jhessian Thief).
Manabase / fixing note
37 lands + 6 fixing rocks + 6 green ramp spells = ~18 fixing sources. The fixed-color core: Thriving Bluff/Grove/Isle (any-color-other-than-X), Cryptic Spires, Uncharted Haven, Crumbling Vestige, Path of Ancestry (all any-of-identity), every two-color tapland for the three pairs (guildgates, Highland Lake, Molten Tributary, Timber Gorge, Wooded Ridgeline, Woodland Stream, Thornwood Falls, the Campuses), plus Evolving Wilds / Terramorphic Expanse and 18 basics (8 Forest, 5 Island, 5 Mountain). No common tri-land exists in GUR, so the deck leans on any-color lands + green fetch-ramp (Cultivate/Kodama’s Reach/Harrow) to hit GUR reliably.
Pilot notes
- Don’t over-extend into open mana with no Snakes yet; group-draw is best after Xyris resolves so the draws convert to bodies.
- Roar of the Crowd: name Snake. Distant Melody: name Snake.
- Xyris is your engine but also your clock — a 5/4 flyer connecting is a hard refuel. Protect it with counters/bounce-your-own in a pinch; recast cost is only 5.
- Hold burn as removal early; pivot it to reach only when you can close.
- Springleaf Drum / Sakura-Tribe Elder / cheap fixers want to land T1–T2 to make Xyris castable on curve (turn 4–5).
Weaknesses
- No board wipe. A wider/faster aggro deck or a single opposing wipe can blow out the Snake swarm; counters are the only answer to enemy wraths.
- Group-draw is thin at common — the “storm-draw” identity is softened; the deck is really a Temur tokens/value deck that exploits draw rather than a true wheel deck.
- Symmetry cuts both ways — forced draw helps opponents too; sequence it when you’re ahead on board so the Snakes outweigh the cards you give away.
- Reach relies on board count — if the swarm gets swept, Massive Raid/Dogpile/Roar fizzle; keep a self-contained Fling/Soul’s Fire target (a big Xyris) as backup.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Xyris, the Writhing Storm Deck 1 Arcane Signet 1 Mana Cylix 1 Springleaf Drum 1 Energy Refractor 1 Golden Egg 1 Wayfarer's Bauble 1 Rampant Growth 1 Nature's Lore 1 Sakura-Tribe Elder 1 Cultivate 1 Kodama's Reach 1 Harrow 1 Burning Inquiry 1 Vision Skeins 1 Soaring Show-Off 1 Howling Golem 1 Selvala's Enforcer 1 Clockwork Fox 1 Friendly Teddy 1 Runed Servitor 1 Frantic Inventory 1 Take Inventory 1 Accumulated Knowledge 1 Divination 1 Behold the Multiverse 1 Thrill of Possibility 1 Tormenting Voice 1 Big Score 1 Lightning Bolt 1 Shock 1 Burst Lightning 1 Galvanic Blast 1 Magma Spray 1 Flame-Blessed Bolt 1 Counterspell 1 Negate 1 Mana Leak 1 Essence Scatter 1 Exclude 1 Vapor Snag 1 Into the Roil 1 Blink of an Eye 1 Plummet 1 Prey Upon 1 Rabid Bite 1 Hunt the Weak 1 Clear Shot 1 Massive Raid 1 Dogpile 1 Roar of the Crowd 1 Soul's Fire 1 Fling 1 Goblin War Party 1 Thundering Ceratok 1 Stampeding Elk Herd 1 Tajuru Beastmaster 1 Distant Melody 1 Prodigal Sorcerer 1 Glass Asp 1 Library Larcenist 1 Jhessian Thief 1 Crash Through 1 Path of Ancestry 1 Cryptic Spires 1 Uncharted Haven 1 Thriving Isle 1 Thriving Grove 1 Thriving Bluff 1 Izzet Guildgate 1 Gruul Guildgate 1 Highland Lake 1 Molten Tributary 1 Timber Gorge 1 Wooded Ridgeline 1 Woodland Stream 1 Thornwood Falls 1 Prismari Campus 1 Quandrix Campus 1 Crumbling Vestige 1 Evolving Wilds 1 Terramorphic Expanse 8 Forest 5 Island 5 Mountain