5 {Island} 4 {Steam Vents} 4 {Sulfur Falls} 4 {Scalding Tarn}
17 lands
4 {Goblin Electromancer} 3 {Guttersnipe} 2 {Young Pyromancer}
9 creatures
4 {Desperate Ritual} 3 {Pyretic Ritual} 3 {Desperate Ravings} 2 {Grapeshot} 4 {Serum Visions} 4 {Sleight of Hand} 4 {Manamorphose} 4 {Gitaxian Probe} 4 {Pyromancer Ascension} 2 {Past in Flames}
34 other spells
Sideboard
2 {Defense Grid} 2 {Sowing Salt} 2 {Ratchet Bomb} 2 {Reality Shift} 4 {Remand} 3 {Annul}
15 sideboard cards
Notes: My attempt at a Storm deck.
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This looks fragile but fun.
Manabase: I run no basic mountains because Storm is usually the one rocking {Blood Moon}, and I don't really lose too much to it. If they're playing land destruction I'm already in trouble.
{Goblin Electromancer}: An underratedly good effect. Doubly so in this deck.
{Guttersnipe}: Alt win con. And unlike {Grape Shot} I don't have to win off one cantripping spree.
{Young Pyromancer}: Can really flood the board, but it's more about keeping me alive than killing others.
{Desperate Ritual}/{Pyretic Ritual}: Fuel for the fire that is Storm.
{Desperate Ravings}: I've been debating swapping this for {Think Twice}, mainly because I have the worst luck in the world. For now it's staying. Feel free to convince me to switch or stay.
{Grapeshot}: Only two seems weird but it works good.
{Serum Visions}: Replaces itself and sets up for more shenanigans. I have scry'd away two land way too many times.
{Sleight of Hand}: I run this over {Though Scour} because it's more effective IMO. Instant speed also isn't a big deal to me as I usually go off on my turn.
{Manamorphose}: Replaces itself in mana and card. It's also very good because it allows me to add blue.
{Gitaxian Probe}: The "free" cantrip. I almost always hard cast it but it's nice to have the option.
{Pyromancer Ascension}: Do you know what doubling spells does in this kind of deck? Even if it doesn't trigger {Guttersnipe} or count towards {Grapeshot} it allows for insane mana off {Pyretic Ritual}s and cards out the wazoo with all the cantrips. Sometimes you draw three, but then when it's activated and you start going off your opponent just says, "Good game."
{Past in Flames}: Going with {Gutternsipe} it allows me to go off two turns in a row, or use my cantrips early game to draw into a finisher or land.
Sideboard
{Defense Grid}: For those that like to counter my stuff.
{Sowing Salt}: {Scapeshift} and Tron slaying.
{Ratchet Bomb}: Token smashing.
{Reality Shift}: All I need is time, turning the monstrosity into a 2/2 buys me that.
{Remand}: Vs comby decks that need to slow the heck down.
{Annul}: Affinity, Tron, Boggles, Equipment...
Quote from: the_intelligentleman on February 19, 2015, 03:58:04 PM
This looks fragile but fun.
Folds hard to persistent spot removal and hand disruption, but isn't that what Storm does? I'm debating {Monestary Siege} in the SB to try and deal with that. Thoughts?
Quote from: LinkCelestrial on February 19, 2015, 04:12:16 PM
Quote from: the_intelligentleman on February 19, 2015, 03:58:04 PM
This looks fragile but fun.
Folds hard to persistent spot removal and hand disruption, but isn't that what Storm does? I'm debating {Monestary Siege} in the SB to try and deal with that. Thoughts?
I really like the siege in some sideboards, but IMO siding it in as a storm deck will off your stratagy quite a bit. That said, if your up against a deck full of counters, it can be very helpful to side in.
Quote from: Z5 on February 19, 2015, 04:21:26 PM
Quote from: LinkCelestrial on February 19, 2015, 04:12:16 PM
Quote from: the_intelligentleman on February 19, 2015, 03:58:04 PM
This looks fragile but fun.
Folds hard to persistent spot removal and hand disruption, but isn't that what Storm does? I'm debating {Monestary Siege} in the SB to try and deal with that. Thoughts?
I really like the siege in some sideboards, but IMO siding it in as a storm deck will off your stratagy quite a bit. That said, if your up against a deck full of counters, it can be very helpful to side in.
That's what {defence grid} is for. Doesn't help with counters. Only spot removal, hand disruption and burn.