Overview
Quick Draw is built around a deceptively simple premise: cast your second spell each turn and get something for free. Stella Lee, Wild Card costs just three mana (1UR) and triggers whenever you cast your second spell in a turn, exiling the top card of your library and letting you play it until the end of your next turn. Over the course of a game, this turns Stella into a persistent card advantage engine that ensures you never run out of fuel.
The deck's secondary commander, Eris, Roar of the Storm, offers a different axis. Her cost reduces by two for each distinct mana value among instants and sorceries in your graveyard, making her effectively free in a deep graveyard. Once she resolves she triggers prowess and creates a 4/4 Dragon token every time you cast your second spell, delivering both a flying clock and growing board presence. The deck can play whichever commander suits the game state, using Stella for incremental advantage or Eris for explosive closing power.
Key Cards
Playing the Deck
Quick Draw wants to establish its engine quickly and then maintain constant spell velocity. The early turns are about playing cheap cantrips and mana rocks to accelerate into Stella Lee on turn three or four. Sol Ring, Arcane Signet, and Izzet Signet provide the acceleration, while Brainstorm, Preordain, and Opt let you spend mana and trigger Stella Lee without overcommitting resources.
The mid game revolves around ensuring Stella Lee is in play and triggering on your turn. Casting a mana rock on turn three into Stella and a cantrip on turn four lets you exile a card off the top and begin the advantage loop. Archmage Emeritus and Storm-Kiln Artist enter alongside the commander to convert each spell into additional resources. Shark Typhoon provides a flexible answer or threat: cycled at instant speed it creates a Shark token and triggers Stella Lee mid-combat, and cast for its full cost it generates a Shark on every noncreature spell for the rest of the game.
The late game typically ends through overwhelming card advantage. Windfall resets every player's hand and refills yours with fresh fuel; in a deck that deploys spells quickly and empties its hand faster than opponents, Windfall is almost always asymmetrically beneficial. Arcane Bombardment turns the graveyard into an additional spell source, casting a random instant or sorcery from the pile every time you cast your first instant or sorcery each turn, effectively doubling spell output at no additional cost. When Eris, Roar of the Storm comes online, each of those doubled spells creates a 4/4 Dragon token and grows her power, closing out games in one or two attack steps.
Strengths & Weaknesses
Strengths: Stella Lee generates card advantage without requiring dedicated draw spells, meaning the engine is built into the commander and runs continuously as long as she is in play. The deck is highly interactive, running counterspells and removal that also trigger Stella, so interaction and advantage overlap. The two-commander structure (Stella Lee and Eris) provides flexibility, letting you pivot between a grindy advantage game and an explosive token strategy depending on the game state.
Weaknesses: The deck is highly dependent on Stella Lee remaining in play. Repeated removal and commander tax can price her out of the game, shutting down the core engine. The deck also struggles against very fast strategies before it establishes its second-spell trigger, as the early game is spent setting up rather than applying pressure. Graveyard hate can blunt Arcane Bombardment and reduce Eris's cost reduction, limiting the late-game burst potential.
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All 100 cards from the out-of-the-box Quick Draw precon, enriched with current prices. Click any card to expand it.