What does this do? The basic concept here is to play cards that generate free value when you cast an instant or sorcery spell like say Electrostatic Field or Talrand, Sky Summoner. Once those cards are in play I plan to chain cheap cantrip spells to cycle through my deck and trigger for a TON of free value from cards that care about me casting these cheap spells.
Why Jori En? To be honest, there are a ton of options on who to run as a commander in for a spellcast commander. Most of the other options cost more mana and seem more commander centric I guess is my answer. What I like about Jori En is that she has somewhat of a smaller threat profile and she makes the deck run smoother but is not required to play and or do well. She greases the wheels and lets the deck run smoother but is not so integral that the deck can't run without her. Sometimes when your deck is heavy on cantrips the worst thing that can happen is just drawing into lands and or non cantrip spells because they can run you out of steam. Having Jori En on hand helps smooth over some of that issue and lets some of these cards that literally just replace themselves to generate some additional card draw. Having a cheaper commander who comes in sooner also helps me keep my curve lower and makes the necessity of running a heavier ramp package less important than some of the 6 mana commander options.
75% - I intentionally avoid infinite combos and mass land disruption effects as a general approach to how I play magic. This deck is fairly optimized beyond that with the one exception that I have tried tuning down the number of extra turns for this deck. I think that Time Warp effects are incredibly powerful and synergistic with this build but I have chosen to omit many of them due to the general feel and experience of my meta when I cast them.
There, I finally ported my cantrips deck over. I wanted to check my paper list to make sure to get a few updates in that I knew I had made. Some noteable changes that I made:
Ral, Storm Conduit got cut. I found that I was unwilling to cast him in too many situations. He ended up feeling a little too expensive to pay 4 mana to copy one spell and die. I don't dislike him but in the end I found him to be over costed for what he was actually getting me. Expansion // Exploration came into my list instead and I have been happier with that effect.
Firemind's Research went out for Search for Azcanta. I was having some issues in that firemind was hard to use in the early game even when I would curve it and it would usually get answered before I really got around to doing anything with it. Search can also die just as easy but I think the value of flipping it to a land or getting some free scry effects in are a little easier and less mana intensive. I have even used the activated ability of the land a few times when running dry so I think its fitting quite decently right now. The value of paying the activated ability to search up cantrips isn't great but its still something to do if you run dry.
Finale of Promise - its been in for a while now, I brought it in for Mizzix's Mastery and I just had to say, I have absolutely never looked back. I had this issue with Mizzix that I constantly was trying to set up like 10+ spells in graveyard to get back with it on top of trying to have some spellcast matters creatures in play. In the end, it just felt incredibly clunky and the Finale has felt a LOT smoother. Sure, its not as much value but its so much easier to cast and I don't find myself sandbagging it in my hand all game waiting for that perfect moment to try to resolve it. I just wish I had another version of the Finale I could run its been so good so far.