Sideboard


Browsing TappedOut, I see a lot of cool Wrenn and Six builds with land based signatures. I figured I'd try something unique; a burn-style spell that can scale with the game, while also dumping lands in to the graveyard.

Lightning Storm allows us to cast and audible damage AFTER the cast resolves, allowing our opponent to decide if they want to drop a land from their hand to send the damage back to us. Here's where counter Kung Fu comes in, we save one land more than our opponent in our hands, allowing us to reflect the damage back yet again, this time adding 2+2 more damage while it's still on the stack. Not only are we tossing real estate in to the sin bin, our favorite beach front property is the dead zone in this deck, we are escalating our signature spells effectiveness by letting our opponent think they can toss it back in our faces.

Remember the rulings here:

  1. Lightning Storm has an activated ability that can be activated only while the spell is on the stack. Any player may activate that ability. When the ability is activated, it goes on the stack on top of Lightning Storm . When the ability resolves, the Lightning Storm spell is affected.
  2. When you cast Lightning Storm , you immediately have a chance to activate its ability since you’ll have priority. If you don’t, and all other players pass, the spell will resolve. You won’t receive priority again — and thus won’t get another chance to activate its ability — unless someone else activates Lightning Storm’s activated ability, casts some other spell, or activates some other ability.
  3. After an instance of Lightning Storm 's activated ability resolves, the active player (not Lightning Storm 's controller) receives priority.
  4. When Lightning Storm 's activated ability resolves, if there are no other legal targets to choose for the Lightning Storm spell, you must leave the target the same, even if it’s now an illegal target. When Lightning Storm leaves the stack, its charge counters go away.

Let's hypothetically assume you have 4 lands in hand, with your commander out on the battlefield. Discard two lands with Lightning Storm with Wrenn and Six out, see if your opponent discards one, if they do, lob another land and pop him/her for 11. Always have another land available to discard so it doesn't punch you in the gut.

  1. Alpine Guide pulls a Taiga from your deck as a 3/3 for
  2. Azusa, Lost but Seeking allows you to play 3 lands a turn for just , amazing when you consider how much land you'll see every game.
  3. Birds of Paradise no brainer Mana dork in any deck.
  4. Bloom Tender is a nice way to generate with W6 out on the table. Good deck synergy, fast mana ramp.
  5. Omnath, Locus of Rage is one of your win-cons. Elementals scale out quickly in tandem with Azusa, Lost but Seeking and Exploration , up to 4 per turn. Add Crucible of Worlds for aggravted effect. Lastly, Ashnod's Altar allows us to sacrifice our elementals to dish massive damage, while adding for every dead ele to lob our signature spell at your poor opponent.
  6. Ruination Rioter synergizes really well with any sac outlet, like Ashnod's Altar . Easy damage for a land-dump deck like Spellslinger W6.
  7. Seasoned Pyromancer gives us a lot of utility. For you get a 2/2 with a few options: Dump two lands in your GY, while drawing two cards. Dump one land, one non land. Draw two, while yielding one 1/1 elemental. Dump two non lands, draw two cards, while yielding two 1/1 elementals. Lastly, we get two additional elementals for exiling him from GY. Not a bad haul for a three-drop.
  8. Seedborn Muse let's your permanents untap on everyone else's untap step. Attack on your turn, block on your opponents turn for double creature functionality. In addition, we maintain use of our lands during our opponents turn, allowing us to Lightning Storm them before untapping for our own turn.
  9. Terravore gets pretty big with the amount of lands we toss in to our graveyard, added bonus if your opponent plays fetch lands or you substitute Altar of Dementia for your sac outlet.
  10. Vorinclex, Voice of Hunger is one of the most hated green creatures, and for good reason. Double our mana pool while completely crippling our opponent. The casting cost is steep for OBK format, but this deck can handle it with the lands & ramp throughout.
  11. Wort, the Raidmother gives us a wonderful mechanic, copying our spells by tapping two creatures that share a color with it. Spellbreaker W6 is packed with synergistic spells, copying them is more fun for us than our opponent! Continue to next panel for our spellbook.
  1. Force of Vigor gives us removal against some of the most annoying cards in the format, added bonus you can use it without any untapped mana on your opponents turn. Sub this card out against decks light on toys. (enchantments/artifacts)
  2. Fork gets really fun in this deck, since there are so many spells you can copy. Use your imagination here, one fun way is cast your Lightning Storm , Fork it, but on the fork'd spell (since it's on top of the stack and will resolve first) don't discard any lands for extra damage. Instead, let your opponent try to discard lands instead, baiting lands from their hand. Once they pass priority, respond to their move. After you identify their land count, dump your remaining lands in to the original Lightning Storm , slamming them with hidden damage. Isn't the stack fun?
  3. Giant Growth always struck me as the Lightning Bolt and certainly has a spot here.
  4. Lightning Bolt the 🐝 knees.
  5. You could argue there are better fits than Urza's Rage and you may be right, but it can’t be countered and slugs your opponent for 10 when we inevitably hit Fork it!
  6. Cathartic Reunion makes me happy in this deck... dump two yules in to the hearth and draw three. For !
  7. Cultivate or Realms Uncharted leaves us with an interesting choice. Is it better to leap from turn 3 to 5, or is it better to stuff our GY and Hand with (4) total lands which will all inevitably see action? The choice is yours, but really depends on your meta. I’m staying Cultivate for now but that may change.
  8. Explore gives us another land drop AND a draw card in a copyable, low cost spell. Count me in.
  9. Gamble gives us the red Demonic Tutor with the added bonus of potentially dumping a tree in to the land of the lost and found.
  10. Life from the Loam moves mountains in this deck, as it allows you to not only fill your hand with discard ammo, but also nets us more graveyard to play with.
  11. Magmatic Insight is a faster, more streamlined version of Cathartic, and nets us 2 cards & a log in the fire for . Value!
  12. Scapeshift should be treated as a win-con, as Omnath, Locus of Rage , Terravore , and Ruination Rioter smash your opponent after you cast it. Add Ashnod's Altar for the full table clear.
  13. Skullscorch at least allows our opponent choose their own fate, the issue is they either Hymn to Tourach or take 4 damage straight to the dome for
  14. Traverse the Ulvenwald becomes a Worldly Tutor on steroids once we eventually hit four different cars types in our boneyard. Fetch a land, fetch a creature, fetch your cat, fetch a loss for your frienemy.

Our walkers synergize very well together, augmenting each others' abilities.

  1. Jaya, Venerated Firemage gives us great value and juices the rest of our damage spells.
  2. Samut, Tyrant Smasher helps with card filtration and gives our small, sacable creatures a way to inflict more pain.
  3. Tibalt, Rakish Instigator gives us sacable devils with the added bonus of removing our opponents life gain mechanisms.
  1. Ashnod's Altar gives us a pure sac outlet for our Elementals, Devils and Goblins while giving us mana a pop. Plays very nicely with Omnath, Locus of Rage
  2. Crucible of Worlds allows us to play our lands from the graveyard, synergizes well with Azusa, Lost but Seeking , Exploration and Living Twister
  3. Elixir of Immortality gives us a safety net, as sometimes the graveyard can build up fairly quickly. Prevents self mill and helps vs burn or aggro decks.
  4. Gruul Signet
  5. Exploration can be sideboarded liberally, often times actually impedes deck acceleration too early by dumping all lands with no card draw.
  1. If you value your friendships, you can remove Dust Bowl and swap it for a softer landing. In this case, you get your lands back, and your friends don't. No reason not to play this card.
  2. Karn's Bastion adds counters to all of our planeswalkers, and in this deck, three of those walkers have no other way of gaining counters. A great way to use up unused mana for any given turn.
  3. Lotus Vale acts like or in one card while sending two acres to the sin bin. Great value in this deck.
  4. Miren, the Moaning Well gives you a sacrifice outlet for Elementals, Devils, and Goblins while tossing you some much needed life to boot.
  5. Scorched Ruins nets us on one card, and tosses two logs in to the fire. Delightful.
  6. Scrying Sheets justifies moving our hometown from Miami to Alberta, Canada. With 15 snow permanents out of 60 cards, every 1/4 cards you put in your hand for free.
  7. 8x Snow-Covered Forest because who doesn't like cross country skiing?
  8. 7x Snow-Covered Mountain so Alpine Guide can actually test out his new Salomon 99's.
  9. Stomping Ground since symbol:m/symbol:f
  10. Taiga since symbol:m/symbol:f
  11. Valakut, the Molten Pinnacle not much downside for a 3 damage per ETB mountain land
  12. Wooded Foothills feels even better in this deck, fetch a mountain & stick a land in the GY. Who doesn't love double value?
  1. Altar of Dementia
  2. Goblin Bombardment
  3. Realms Uncharted
  4. Boseiju, Who Shelters All
  5. Decimate
  6. Living Twister
  7. Ore-Scale Guardian
  8. Red Elemental Blast
  9. Thornado
  10. Dark Depths
  11. Fireball

Thanks for checking out my deck! If you have any thoughts or comments, feel free to drop them below. If you like the deck, toss it a +1 Upvote


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Happy tapping!

Love, timefabric

Suggestions

Updates Add

After playtesting a few games, we get A LOT of land with this deck. I'm talking 16 lands on turn 6 with Scapeshift on turn 4.

Lightning Storm is actually pretty amazing, it's only useful if the lands are in your hand. You can Living Twister them to your hand, which is a great addition to the deck if you want to use it over Wort Raidmother.

Could use an additional mana dump like Fireball, an easy way to generate big damage if we have a lot of land on the battlefield and no way to get it to the graveyard or our hand.

Comments

Revision 2 See all

(5 years ago)

+1 Altar of Dementia side
+1 Dark Depths side
+1 Goblin Bombardment side
+1 Realms Uncharted side
+1 Scapeshift main
-1 Snow-Covered Mountain main
Top Ranked
  • Achieved #8 position overall 5 years ago
  • Achieved #1 position in Oathbreaker 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is Oathbreaker legal.

Rarity (main - side)

7 - 1 Mythic Rares

22 - 6 Rares

11 - 2 Uncommons

5 - 1 Commons

Cards 60
Avg. CMC 2.83
Tokens Devil 1/1 R, Elemental 1/1 R, Elemental 5/5 RG, Emblem Wrenn and Six, Goblin Warrior 1/1 RG, Marit Lage
Folders Oathbreaker, OATHBREAKER, Oathbreaker, diff_oathbreaker
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