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Temur Peezy Storm (feat. Beck and Call) T3 Win?

Modern* Combo Primer RGWU Spellslinger Storm Tokens

JKRice


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Maybeboard


Gameplay section incomplete

My favorite card in the game by far is yung peezy, and I am constantly brewing decks for him. I was building another deck (Yung Peezy And The Boys (Blue Splash Pyromancer)), looking through a gatherer search of all modern legal instants and sorceries with CMC three or less, when I came across Beck / Call. I was already familiar with the card, but had never thought about it in combination with young pyromancer. With pyromancer on the field, when you cast beck and call, every spell that turn becomes a cantrip. At first I thought this was a neat combo, but it wouldnt be very good since we need two cards and can only have four copies of each in the deck. Then I realized WotC had printed a workable copy of pyromancer in Saheeli, Sublime Artificer. After that I took the strategy seriously. This deck has an average turn four win (sans an opponent’s removal) with plenty of ramp and draw, and enough consistency for it to be a decent fringe deck.

1: Young Pyromancer is one of the two engines that allow the deck to work. Whenever you cast a spell, you make a creature, which triggers Beck / Call, allowing you to draw a card.

2: Saheeli, Sublime Artificer makes up copies 5-7 of pyromancer, and for the extra mana she is much harder to remove. If you have both her and pyromancer on the field, you can -2 to make one of her servos into a copy of pyromancer, helping with consistency.

3: Beck / Call is the draw engine when paired with either of the previous token generators.

4: Muddle the Mixture is a very good card, finding both beck and call and young pyromancer, setting up for a turn 4 win. Unfortunately, using this shows the opponent what we’re up to, since we have to reveal the card. If we find beck/call, and we already ran out a pyromancer, any opponent will know what’s about to happen.

1: Faithless Looting took the place of Sleight of Hand, because a lot of the time you end up both getting stuck on red and having lots of redundant cards in hand that would be fine to discard. Also, if you are super desperate, the flashback is really nice to keep the combo going.

2: Empty the Warrens is technically a draw card. It is basically a Divination with storm, and you usually end up winning when it is cast.

3: Manamorphose draws two cards when you are going off and fixes mana, allowing you to cast a second beck and call later when you are stuck on red mana, or even to use beck and call’s second function and draw four cards.

4: Wild Cantor pays for itself, fixes mana, and provides an ETB trigger for beck and call. This also allows for the turn three win.

1: If you already have a token on the field, Infernal Plunge just replaces that token with another token, while ramping two mana. BE WARNED you can’t cast infernal plunge, make a token, then sacrifice that token to infernal plunge. The sacrifice happens before the actual casting of plunge.

2: Battle Hymn is a crazy value generator in the deck. Once you resolve one of these with 2-3 tokens on the board, you are probably going to win. Quick note: when you cast this, you make a token, THEN the spell resolves, meaning you always get one more mana than the amount of creatures you had to begin with.

The only way to win in the same turn that you go off is to resolve either a kicked Goblin Bushwhacker or a surged Reckless Bushwhacker. Since you should have made around seven or eight tokens but the time you play a whacker, you should be in the clear to swing for the win. I am considering a 1-of Burn at the Stake for decks with Ensnaring Bridge, or lots of lifegain/blockers like soul sisters. The high mana cost has prevented me from putting one in so far, but it might go in the sideboard.

1: Apostle's Blessing is good against decks with a lot of spot removal, like skred red or some esper spell deck. I only have two in SB because saheeli is not protected by it.

2: Desperate Ritual can be subbed in against annoying decks that play stuff like Mana Leak or taxing effects like Thalia, Guardian of Thraben so we can still reach mana thresholds. In general, the mana consistency is very nice.

3: Past in Flames helps quite a bit against decks with lots of discard, so we can lose most of our hand and still go off.

4: Lightning Bolt kills off all the annoying bears that we have to play against, as well as helping to beat down fast decks like arclight Phoenix.

5: Grapeshot works as an alternate win condition if there is an Ensnaring Bridge on the field or some such annoying artifact.

6: Pieces of the Puzzle helps refill your hand against discard decks, and provides consistency into control/slow matchups.

First some mana thresholds:

4 mana (with a token generator on the field) allows you to cast beck/call and still have enough mana to go off.

6 mana lets you play pyromancer into beck/call and still have enough mana to go off. With 7 you can do the same with saheeli.

In general, you absolutely need at least one of the core cards in your hand.

Keepers

Beck/Call, young pyromancer OR saheeli, something to get it going like Manamorphose or Infernal Plunge, and at least two lands

Beck/Call OR pyromancer/saheeli, muddle the mixture, at least two lands but three is preferable (If you have two lands, you probably want a looting to dig for more), some cards to get the combo going

Two muddles, wild cantor, at least three lands, some cards to get the combo going (cantor lets you muddle turn two, then you can muddle again on turn three, and you are set up for a T5 Win)

If you have lots of fetchlands to thin out your deck, sometimes it’s ok to keep a hand with one of the core pieces and some dig spells like looting and manamorphose

Probably never keep a hand that has none of the core cards

These are your setup turns. You want to play out as much of the core and consistency cards as possible. Turn one, you want to play looting if you have it, and wild cantor if you don’t.

On turn two, if you have a pyromancer, always play him out. This allows for you to cast muddle the mixture next turn to find your other combo piece, or to play a couple lootings to make fodder for Infernal Plunge and to dig for spells.

If you have a Saheeli hand, along with muddle, and you played a turn one cantor, you want to sacrifice cantor to either play saheeli or transmute muddle on turn two. This lets you play/transmute the other card on turn three, setting up for the turn four win. Otherwise, you have to wait until turn five.

Your average win is turn four. Let’s assume you have a token generator on the field and a beck/call in hand. Use two lands to cast beck/call. With the other two mana, your casting prioritization should be as follows:

Faithless looting (if you have infernal plunge in hand) > infernal plunge (if you have a creature to sacrifice) > manamorphose > battle hymn > wild cantor > anything else

Your best starter is looting into infernal plunge, which gets the most early mana and creatures, and digs the deepest with the fewest spells. You won’t usually get that start though. Manamorphose is what you usually want to play first, into a plunge as your second spell. You want to wait as long as possible before casting a battle hymn, but if that’s the only spell and you need to go off, it pays for itself and cantrips, so you can play it. Once you resolve a second token generator with at least two mana floating, or an empty the warrens with at least two mana floating, you will be set to win. Be careful! Empty the warrens can easily draw your entire deck and lose you the game in one go. Never cast more than one of these in a game.

Winning on Turn 3

With wild cantor, you can win turn three, but you need a pretty perfect hand or draw.

T1: land into wild cantor

T2: land into young pyromancer, hope they don’t kill your creatures

T3: play a land, sacrifice wild cantor. You have now reached the four mana threshold required for going off. Just follow all the rules in the average win section.

Oh no! They had a Lightning Bolt for young pyromancer! (Or path for exile or Fatal Push or Spell Snare or Tragic Slip or Lightning Helix or Skred or a turn one Thoughtseize/Inquisition of Kozilek or a Terminate. He’s probably going to die is the point). Now the point of the game is to get to the six mana threshold. Since this is a combo deck with minimal interaction, you kind of have to durdle until then. If you are good at acting, play up your sadness at losing pyromancer. Since you have 11 effective copies/ways to get him to your hand, you definitely shouldn’t be very sad, which is why you have to pretend. The point is to get the opponent to be overconfident and start tapping out to flood the board with threats. It might seem like a long shot, but it definitely isn’t. If they know you are a combo deck (whoops, I accidentally flashed my beck/call) they will go full aggro once they kill your pyromancer. Once you get to the six mana threshold, you can usually win on the spot. Unless it’s a control matchup.

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Date added 4 years
Last updated 1 year
Legality

This deck is not Modern legal.

Rarity (main - side)

0 - 2 Mythic Rares

23 - 0 Rares

9 - 8 Uncommons

23 - 5 Commons

Cards 60
Avg. CMC 2.50
Tokens Bird 1/1 W, Elemental 1/1 R, Goblin 1/1 R, Servo 1/1 C
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