Arcane Foundry › Commanders › Beluna Grandsquall // Seek Thrills
Beluna Grandsquall // Seek Thrills
Legendary Creature — Giant Noble // Instant — Adventure · {G}{U}{R} // {2}{G}{U}{R} · Green/Red/Blue commander
Trample
Permanent spells you cast that have an Adventure cost {1} less to cast.
Mill seven cards. Then put all cards that have an Adventure from among the milled cards into your hand.
Build a Beluna Grandsquall // Seek Thrills deck →
What Beluna Grandsquall // Seek Thrills actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Static ability · cost_reductionPermanent spells you cast that have an Adventure cost {1} less to cast.
- Keyword · trampletrample
- AbilityMill seven cards. Then put all cards that have an Adventure from among the milled cards into your hand.
What a Beluna Grandsquall // Seek Thrills deck needs
Plays as adventure. What the commander asks of the other 99 — read from the card and checked by hand.
- cards with Adventure (they cost {1} less; the Adventure half mills seven and grabs every Adventure)
The Beluna Grandsquall // Seek Thrills deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Put your own cards into your graveyard as a resource
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 26× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
Best cards for Beluna Grandsquall // Seek Thrills
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put your own cards into your graveyard as a resource
- Aftermath Analyst2 mana
- Smuggler's Surprise1 mana
- Emry, Lurker of the Loch3 mana
- Six3 mana
- Argoth, Sanctum of Nature0 mana
- Eden, Seat of the Sanctum0 mana
- Grapple with the Past2 mana
- Millikin2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Crush1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Oversimplify5 mana
Refill your hand
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Curiosity1 mana
- Wizard Class1 mana
- Garruk's Uprising3 mana
- Professional Face-Breaker3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
Get ahead on mana
- Sol Ring1 mana
- Izzet Signet2 mana
- Gruul Signet2 mana
- Incubation Druid2 mana
- Simic Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana