Stella Lee, Wild Card Commander Deck Tech

You come to the table for a quick pick-up, hoping to scam and run before the marks get wise to the real game being played. The woman at the table looks nonchalant, but that doesn't fool you. She drops a card from one hand and snatches it with the other, and you almost miss it: her free hand had a card sliding out of the sleeve.
Your eyes meet hers, and she winks.
Try a different table, partner, and hope that it's not got one of those pirate types like the tables at the last place.
...Even they would be a better tablemate than her.

Quick breakdown of this lady with the fancy gunwork! On your second spell, Stella Lee bottles the top card of your library until your next turn ends. This is okay card draw, but ultimately only comparable to Jori En, Ruin Diver
She's got card flow and a splashy effect, provided you jump through the hoop. It's important to note that she only asks for spells to be cast, not specifically instants and sorceries (though she can only copy those). Also, she specifies "each turn." These both help with deckbuilding constraints, as we'll talk about shortly.
Let's get to it!
Your Stella Lee Quick Shots
Our commander in question wants two things: cast three spells in a turn and cast, preferably, a big instant or sorcery (look, copying an Opt
One mana cantrips are perfect. You know 'em, you love 'em - Brainstorm
Cheap disruption is always welcome, but my particular suite is going to minimize counterspells; I think there's an instant-heavier build that goes more in on those. We want to be able to easily chain spells on our turn, so cards like Reality Shift
My build is running 15 instants and sorceries under three mana, which feels like enough to make sure we can trigger things the "fair" way, if we need to.
The Posse
Thunder Junction is all about outlaws, and those rootin' tootin' sons of guns never seem to be the loner-types they claim to be.
Here are the three kinds of friends Stella Lee likes to keep around. You have your Goblin Electromancer
This is a major diverging point. I've had Spellslinger decks in the past which focused more on Young Pyromancer
By contrast, I do have eight cost-reducers of various flavors:
- Goblin Electromancer
- Baral, Chief of Compliance
- Case of the Ransacked Lab
- Rowan, Scholar of Sparks
- Jace's Sanctum
- Wizards of Thay
- Font of Magic
- Mindsplice Apparatus
Notably, there just aren't a lot below four mana, but I included what I reasonably could. The four-mana ones can be clunky, but they do allow for additional upsides beyond just the single pip reduction. Seeing as Stella Lee really wants to ensure a big turn, this feels like the right call for the first draft. Maybe I'll end up cutting some of these... or maybe I'll reach out and snag that Curious Homunculus
The Mana Situation
Money's tight in this desert, but mana flows surprisingly well; even in Izzet, as it turns out. We don't have consistent ways to find lands, but the cantrip-based card flow should keep us from missing land drops.
Most of our mana acceleration is going to come from mana rocks, like the usual suspects: Sol Ring
A major source of mana throughout the game will be the previously discussed cost-reducing permanents, but those are slow sources of value. If we want to really strike out and get our big turns in, sometimes we need a huge, temporary burst. That's where mana rituals come in! Seething Song
There are two quirky sources of mana that I really want to talk about. They're not big or splashy or exciting, but they have a unique spot here. Environmental Sciences
Lands are up to you, but focus heavily on untapped lands. Basics are really fine here!
The Cheats
Outlaws are gonna outlaw, and that means stacking the deck or throwing in a fifth Ace. In our case, that means finding ways to get more than one spell cast per card.
Baral and Kari Zev
Spells with cascade or rebound are very good for this purpose; Wild-Magic Sorcerer
My personal favorites in this category:
- Baral and Kari Zev
- Gale, Waterdeep Prodigy
- Wild-Magic Sorcerer
- Mizzix's Mastery
- Creative Technique
- Throes of Chaos
- Spelltwine
- Mnemonic Deluge
No Kill Like Overkill
Sometimes things go wrong. Sometimes things go very, very right. In either case, there's nothing like a six-mana enchantment to either turn the corner or finish crushing everyone into a fine paste.
Arcane Bombardment
Storm of Saruman
Thousand-Year Storm
It's not all six-mana enchantments, though! I do want to give a shout-out to Twinning Staff
How to Close the Game with Stella Lee
Games need to end, and we have several winning options to do it. After a long game of generating value with copied spells, we can crack down in a couple of different ways, but some of the spiciest are definitely:
Mnemonic Deluge
I dream of casting Storm King's Thunder
Ral, Storm Conduit
The Decklist for Stella Lee
Stella Lee: Think Thrice
View on ArchidektCommander (1)
Instants (15)
Sorceries (16)
Planeswalkers (2)
Enchantments (8)
Artifacts (9)
Wild Card!
I took Stella Lee, Wild Card down a winding path, I reckon. My main priority was setting up those big, fancy turns, and I suppose that'll work out pretty nice. Along the way, though, I could see very clear, specific directions she could take. There are tried and true Spellslinger archetypes out there, and I'm curious where you all take her!
You could go the burn route and include the bevy of Guttersnipe
Listen, I could have easily made four deck techs just for this one commander. It was hard to pare down what she wanted to be, but I arrived at focusing on building up to the big turns and trying to "cheat" to count to three. Not sure if it'll work, but I'm excited to try it out!
Be careful out there, partner!