Quick Draw

Summary

Quick Draw is a Commander deck led by Stella Lee, Wild Card. Key cards include Arcane Bombardment, Arcane Denial, Arcane Signet, and Archmage Emeritus. Explore this public list on MTG Master for strategy ideas, upgrades, and table fit planning.

Commander

Stella Lee, Wild Card

Commander background
Deck description
Quick Draw is an Izzet (blue-red) spellslinger Commander deck led by Stella Lee, Wild Card, rewarding players for chaining multiple spells across turns. Casting a second spell each turn turns the top of your library into temporary card access, and once a turn reaches three spells, Stella’s tap ability turns key instants and sorceries into doubled-up effects. Cheap cantrips and efficient interaction keep the cards flowing, while cost reducers and payoff creatures translate that velocity into tangible pressure. Games tend to accelerate as token-makers like Young Pyromancer, Third Path Iconoclast, and Talrand, Sky Summoner build a board from otherwise “noncreature” turns, and damage engines such as Guttersnipe and Electrostatic Field chip away while you hold up answers. Copy and recursion effects, from Galvanic Iteration to Mizzix’s Mastery and Arcane Bombardment, help the deck grind through removal and convert a stocked graveyard into a decisive swing. It offers a proactive, stack-interactive experience with frequent decision points, and it upgrades naturally with tighter mana, more one-mana spells, and a few high-impact finishers.
Deck total
$142.92
Missing cost
Deck cards
100
Run an AI analysis to unlock power metrics.
AI
MTG Master AI

Commander (1)

  • 1
    {1}{U}{R}

Creatures (19)

  • 1
    {2}{U}{U}
  • 1
    {1}{R}
  • 1
    {3}{R}{R}
  • 1
    {1}{R}
  • 1
    {8}{U}{R}
  • 1
    {U}{R}
  • 1
    {2}{R}
  • 1
    {1}{U}{U}
  • 1
    {U}{R}
  • 1
    {3}{U}
  • 1
    {U}{U}{U}{R}{R}{R}
  • 1
    {8}{U}{U}
  • 1
    {U}
  • 1
    {3}{R}
  • 1
    {2}{U}{U}
  • 1
    {U}{R}
  • 1
    {1}{U}
  • 1
    {1}{U}{R}
  • 1
    {1}{R}

Sorceries (21)

  • 1
    {3}{U}{U}
  • 1
    {X}{U}{U}
  • 1
    {3}{U}
  • 1
    {4}{R}{R}
  • 1
    {X}{U}{R}
  • 1
    {U}{R}
  • 1
    {R}
  • 1
    {X}{R}{R}
  • 1
    {X}{U}{U}
  • 1
    {2}{U}
  • 1
    {3}{R}
  • 1
    {U}
  • 1
    {U}
  • 1
    {4}{R}
  • 1
    {3}{R}{R}
  • 1
    {U}
  • 1
    {3}{U/P}
  • 1
    {7}{U}
  • 1
    {R}
  • 1
    {4}{R}
  • 1
    {2}{U}

Instants (9)

  • 1
    {1}{U}
  • 1
    {3}{R}
  • 1
    {2}{R}
  • 1
    {6}{U}{U}
  • 1
    {U}{R}
  • 1
    {U}
  • 1
    {U}
  • 1
    {1}{U}
  • 1
    {1}{U}

Artifacts (9)

  • 1
    {2}
  • 1
    {2}{R}
  • 1
    {2}{U}
  • 1
    {2}
  • 1
    {2}
  • 1
    {2}{U}
  • 1
    {3}{R}
  • 1
    {1}
  • 1
    {1}{U}

Enchantments (3)

  • 1
    {4}{R}{R}
  • 1
    {2}{U}
  • 1
    {5}{U}

Lands (38)

  • 1
  • 1
  • 1
  • 1
  • 1
  • 7
  • 7
  • 1
  • 6
  • 7
  • 1
  • 1
  • 1
  • 1
  • 1

Mana pressure & alignment

How your colored demand lines up with the mana base during your game.

Color pressure

Demand vs support share by color.

{U}Blue
Strained
Demand: 58%Support: 48%
{R}Red
Aligned
Demand: 42%Support: 44%
{C}Colorless
Surplus
Demand: 0%Support: 8%
{U}Delta-2.3Strained
{R}Delta+2.4Aligned
{C}Delta+3.2Surplus

Mana integrity

Overall alignment score for your mana base.

96Score
Grade
Excellent
Highlights
  • Mana integrity looks excellent.
  • Blue sources are getting stretched by the demand.
Warnings
  • Early-game Blue commitments are heavy.
Recommendations
  • Add fixing rocks to stabilize Blue.

Early turn stress

Where color requirements cluster across turns.

Blue
Red
Colorless
1
2
3
4
5
6
7+

Mana Base

Benchmark-backed view of how the deck develops mana, fixes colors, and reaches commander timing in the first turns.

high
Main bottleneck: Double pip by turn 3 via Missing second pip

Mana readiness snapshot

Compact early-game checks for whether the mana base turns on cleanly.

Turn 1 live color
Live colored mana for turn-1 plays.
84%
2 mana by turn 2
Keeps the early curve on schedule.
100%
All colors by turn 3
Gets the full color mix online early.
98%
Double pip by turn 3
Checks early UU, BB, RR, or GG requirements.
78%
Benchmark target: Curse of the Swine
Higher percentages mean the mana base supports the deck's early asks more consistently.

Commander and color timing

Shows when the mana base turns colors on and when commander timing becomes reliable.

  • All colors online
  • Commander castable
T3T4T5T60255075100
Main bottlenecks

Benchmarks that miss most often, plus the dominant reasons behind those misses.

22% Main bottleneck: Double pip by turn 3 via Missing second pip
Tracking Curse of the Swine as the early double-pip test.Missing second pip: 100%Tapped-land tempo: 9%
Want the full opener diagnosis?

Open the full analysis for mulligans, risky openers, benchmark miss causes, and the complete why-hands-fail breakdown.

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