|Commander / EDH||Legal|
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|Duel Decks: Knights vs. Dragons (DDG)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
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Seething Song Discussion
3 days ago
Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion
3 BIG PROBLEMS > Mana, Consistency, and Modern itself
I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern
Differences I've found
Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.
A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.
Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets Flip, Thing in the Ice Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.
Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).
So, Aetherflux Reservoir sucks. What else is there?
PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.
CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.
PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent
CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con
PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA
CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them
PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card
CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem
PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once
CONS: 1) Summoning Sickness
CONCLUSION Read this if you only care about what I think of the deck and not on improvements
Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.
Unwinding Clock - What are you untapping that you need on your opponent's turn?
Isochron Scepter - a total of 12 cards and they are Vandalblast , which is NOT main-deck playable, Grapeshot , Rapid Hybridization , Dramatic Reversal , which, while it does untap the Sceptor, does very little in this deck, Cyclonic Rift , which can't be overloaded, and Retract , which bounces the Scepter and leaves Retract in exile. Not only is it rare to have an imprint target, but that target sucks.
Shimmer Myr - You don't need flash if you're doing everything on your turn
Erayo, Soratami Ascendant - You don't need its flip side
Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy
Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells
Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3
100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.
Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard
2 weeks ago
Cool deck! You might like these: Idol of Oblivion , Neheb, the Eternal , Slumbering Dragon , Universal Automaton , Fire-Belly Changeling , Cloudstone Curio , Cauldron of Souls , Colfenor's Urn , Worn Powerstone (gets your general out T4), Coalition Relic , Generator Servant , Captain Lannery Storm , Seething Song , Irencrag Feat , Mana Geyser
3 weeks ago
Okay, I love the flavor of the deck. I think the damage aspect could still be improved, but I also think it's very hard to focus. So, I apologize for throwing all of these options at you:
Curse of Bloodletting
(I think this would stack),
Claws of Valakut
Jaws of Stone
Breath of Darigaaz
Ashling the Pilgrim
Koth of the Hammer
As for cuts, I (without thinking very much and just reacting to a first read through) am leaning towards: impact tremors, stolen strategy, vicious shadows, war's toll ( I don't think this will stack with mana barbs and burning earth, but I could be totally wrong), red elemental blast, sarkhan the masterless, and ugin the ineffible.
1 month ago
That's an awful lot of high-mana creatures you're running. I can see the idea behind the deck, using Orim's Chant to stall the opponent while you get mana for some of your creatures, but I don't think 4 copies of chant is enough to significantly influence that.
You might add a few Silence in addition to those Chants to lock the game down even further. Another way to add mana ramp for Boros colors is to use Knight of the White Orchid and add in some dual-color lands that qualify for his fetch ability such as Sacred Foundry .
Additionally, you can also use red mana-generating instants like Seething Song .
Hopefully this gives ya a few ideas for some more non-creature spells if you want to play with Prowess abilities some.
1 month ago
2 months ago
I like the deck so far, the birthing pod line is very efficient and I will probably play test it in my list. Currently I think the biggest issue in the deck is speed which comes down to two things, ramp and redundancy.
First off is ramp, I would highly recommend running Dryad Arbor as it is absolutely insane in the right setup. First off at its worst its a summoning sick land, at its best its a turn one ramp spell off Green Sun's Zenith . It has insane synergy with Natural Order , Eldritch Evolution , etc. Additionally you could consider some fast single turn ramp with cards like Lotus Petal , Elvish Spirit Guide , Simian Spirit Guide , Rite of Flame , Seething Song With the spirit guides you also have the added benefit of being able to Survival of the Fittest / Fauna Shaman them for your combo pieces.
Now onto redundancy, especially with different typing. First off I think you could use redundant sac outlets, the best of which would be Thermopod who is a creature tutorable Phyrexian Altar (only for red) which doesn't seem all that good but just the creature typing and mana ability makes him worth it, especially with Lesser Masticore who at least in my build is by far the most efficient way to win. Cards like Thunderblust Protein Hulk also help redundancy but aren't fully necessary due to their inefficiency but can be pretty good with Sneak Attack and Elvish Piper . I also would highly recommend Ashnod's Altar as an additional sac outlet.
A few minor issues I had play testing this deck: Frequently getting mana screwed when trying to use Blood Moon effects. They are insanely good stax effects if dropped early, however you would probably need to drop some utility lands to use them efficiently.
Goblin Engineer lacking an artifact to sacrifice. This is an issue I had in my deck as well and hasn't gotten better and 6 artifacts just isn't enough to consistently use it.
Not having a wincon with Greater Good . This one is easily remedied yet again by adding fast mana. the issue is that drawing your deck off greater good does not always yield enough mana to play an actual wincon such as Goblin Bombardment . This issue happens when Mana Crypt is already in play.
Overall a very good shell but it just needs to increase the speed or go deeper into stax to really create value out of the combo. Hope this helped a bit.
2 months ago
Shred Memory could possibly replace Faithless Looting . Shreds guarantee that you'll get your Waste Not. Lootings reduce your hand size by 1 (they don't replace themselves) and tend to weaken your draw power with Dark Deals. They also mill you faster. Mid to late game, you can use Shreds to fetch Liliana's Caress . Seething Song might be an interesting alternative to Manaforge Cinder . It would still help with the red mana issue, while also creating more opportunity to cast Reforge the Soul in the early game.
4 months ago
Alright, Iona, Shield of Emeria has been banned. :( I did get her out with a hard cast, just once and prevented all my opponents from casting spells, they all folded immediately... I changed about 13 cards out in the deck, removing Dreadbore , Flooded Strand , Hoard-Smelter Dragon , Iona, Mortuary Mire , Overmaster , Reaper from the Abyss , Seething Song , Wind-Scarred Crag . I put in, Reconnaissance , Hellkite Charger , Archfiend of Despair , Blood Crypt , Godless Shrine , Sunbaked Canyon , Winds of Abandon , Bolas's Citadel , Talisman of Indulgence , and Thaumatic Compass Flip... In process of swapping 3 more cards for Kaalia, Zenith Seeker , Erebos, God of the Dead , as well as Pyroblast
Seething Song occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%