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Sorcery (1)


So I'm a fairly new Storm player (I've played about 60 games so far with a 43% win percentage). I've really enjoyed the list so far but I feel like the stock list of 6 bears, 12 cantrips will soon be hated out with the printing of Assassin's Trophy . So here's my attempt at creating a more resilient storm.

Instead of the standard 12 main board cantrips I've pulled Sleight of Hand for 2 Merchant Scroll , Echoing Truth and Goblin Electromancer . this slows us down slightly but allows us to play through hate game 1 but makes us much more resilient to the hate brought in against us game 2.

What this does is increase our redundancy, I often throw out an early bear to bait removal just to cast another and then go off. I also basically uped us to 6 copies of Gifts Ungiven . I added 2 main board Merchant Scroll It essentially opens our deck up like a tool box, allowing us to pull our interaction game 2 to make us extremely resilient to hate.

I'm still a very young storm player and I learn new aspects of my game plan every time I play it. I'm constantly tweaking my deck and my play style. I feel this is necessary (even though I'll make plenty of mistakes) in shifting the deck to best match my play style and meta.


I've made a few changes to the current stock list

I play a main board Empty the Warrens over 3 Grapeshot . Sense we aren't reliant on actually drawing grape shot, this feels fine. it also makes us as felxible as possible game 1 with no down side

I'm testing Echoing Truth over Repeal in the main as well. I've run into a lot of the rock and jund lately (I assume because of the printing of Assassin's Trophy ) and I find my self trying to hold my bears in my hand until I go off (to avoid all of the extra removal, or at least force my opponent to have it instead of top decking it). It has actually worked well for me so far but there have been games where I just can't quite Repeal their Damping Sphere or Leyline of the Void . so I'm going to try truth in that slot. The only downside of course is the lack of cantrip but sense I'm running "6 gifts" I never really have a problem finding combo pieces.

Also I feel that Opt is slightly better than Sleight of Hand in the fetch-less version of storm simple because if digging for combo pieces and we pull 2 off the top with slight, that card is essentially gone until we gifts. Not having the ability to shuffle our library with fetches imo makes Opt better.


If you have any questions about the list or just storm in general don't hesitate to ask, I'm not an expert by any means but I enjoy talking about the deck.

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Match 1: infect Won game 1, opponent had a slow hand and I won turn 3

Game 2 I lost because of a bad gifts pile, grabbed baral when it should of been noxious

Game 3 i was just a turn slower then them


Match 3: modular scales

Just absolutely horrible draws... we played again afterwards and I won fairly easily. I feel like it's a decent matchup

Record 0-2


Match 3: lantern control

Game 1 I made some horrid mistakes and gave up game 1 should of been a win

Game 2 I cast as early empty and rode it to the win.

We unfortunately did not finish game 3 but I felt like it was more in his favor


Game 4: opponent dropped


Overall not a bad night, in side matches I beat mardu pyro 2-0, modular scales once and merfolk 2-0.

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Revision 22 See all

(5 years ago)

+2 Shimmer of Possibility main
Top Ranked
  • Achieved #51 position overall 5 years ago
Date added 5 years
Last updated 5 years
Exclude colors G
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

20 - 2 Rares

11 - 2 Uncommons

22 - 11 Commons

Cards 60
Avg. CMC 2.12
Tokens Goblin 1/1 R
Folders Casual Decks
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