Hello everyone!
This past Monday, I heard that we were having weekly modern
tournaments at Toys for the past couple months. I don’t know anything about
modern besides what cards are legal and what cards are banned. Thankfully
though John, who is the guy who has been coordinating the events, said he had
multiple decks and could lend me one. Given the choice between RUG Delver and
UR Storm, I made the obvious choice and went with storm!
4x Sleight of Hand
4x Serum Visions
4x Gitaxian Probe
4x Thought Scour
1x Peer Through Depths
4x Pyretic Ritual
4x Desperate Ritual
4x Seething Song
4x Manamorphose
3x Past in Flames
4x Grapeshot
4x Pyromancer’s Ascension
2x Steam Vents
3x Sulfur Falls
4x Island
1x Mountain
2x Misty Rainforest
4x Scalding Tarn
Sideboard:
3x Defense Grid
3x Combust
3x Echoing Truth
2x Empty the Warrens
3x Pyroclasm
We wound up having 9 people, which was 4 rounds. Round 1 I
got the bye, so I used the time to actually try out the deck for the first time
against a guy’s standard delver deck. I wasn’t planning on playing against him,
but I sat down across from him and he was game to playtest anyways. To say the
least, the games were insanely 1-sided with me being able to combo off turn 3
or 4 while he was still trying to deploy threats, although obviously holding
mana leak was probably the better play… Regardless I got practice in comboing
off with Pyromancer’s Ascension in play (stupidly easy) and without (a lot
trickier, but not impossible) which was the most important thing for me so I
knew what to get on my Sleight of Hands and Serum Visions.
Round 2: Bobby – Splinter Twin
I won the die roll, and was able to turn a t2 Pyromancer’s
Ascension into a turn 3 kill, so it was pretty easy. The amazing thing I
learned about Ascension is that when it is active, it completely nullifies any
kind of counterspells your opponent tries to throw at you. Bobby went for Dispells
and Spell Pierces during the early parts of the combo, and I just let my stuff
get countered because I was still netting mana off the copies of the rituals!
Going into games 2 and 3 I brought in 3 Combusts and 3 Echoing Truths to
prevent him from winning via the combo. Game 2 he was on the play and curved
perfectly into the turn 4 kill. I combusted his Exarch, but he had the
Mutagenic Growth to save it and kill me. Game 3 I feel was one of my best
played games of all time. I had a Pyromancer’s Ascension in play with 0
counters and a couple spells in the graveyard from Cantrips and Thought Scour.
By turn 8 I was stuck on 4 lands though, and Bobby was hitting almost every
land drop such that he had 6 lands. I had 1 Combust and 2 Echoing Truth in my
hand along with a Manamorphose and a Pyretic Ritual, both of which were in the
graveyard. We were playing on the other’s End Step to play around tricks and
whatnot. Eventually, by playing the Ritual and Manamorphose on his end step
combined with cantrips, I was soon able to gain enough card advantage to go for
the kill while never giving him a window to counter-combo me out of the game.
2-1
2-0
Round 3: ADB – Infect
In the least interactive matchup possible, ADB was about a
turn faster than me, so despite doing things like Grapeshotting his creatures
and bringing in Pyroclasm, he has just enough protection and barely edged me
out.
0-2
2-1
Round 4: Charlotte – Elves
Another non-interactive matchup, but this time she didn’t
have a very fast clock at all. Bringing in pyroclasm also does a fantasic job
of being a wit’s end when they plays out her whole hand affinity style turn 2
and I kill everything.
2-0
3-1
I didn’t play much interactive magic aside from Round 2 Game
3, but that was probably a good thing. With a deck as complicated as storm, you
really need to practice it a ton, get used to the math and shortcuts before you
can add in the complexity that is an opponent.
While there are obvious similarities to the Legacy storm
deck, which is black based and uses Dark Ritual, Cabal Ritual, and Ad Nauseum,
there are some major differences. The first one is that there is no real
interaction. Legacy Storm uses Duress, Cabal Therapy, and other such cards to
clear out a path for the combo pieces. Modern Storm does that via Pyromancer’s
Ascension. One card I am terrified to face is Cryptic Command as countering my
spell and bouncing my Pyromancer’s Ascension is simply doom for me.
Another way the decks differ is how they get up to lethal
storm. Legacy Storm gains card advantage primarily through Ad Nauseum, although
Past In Flames can also work in a pinch. Modern Storm also tends to kill with
10 spells because you cast 2 Grapeshots, and it’s only way to gain card
advantage is through Past In Flames. Without it you can probably get 7 or 8
storm if you have good use of Manamorphose and other cantrips, but that’s not
enough to kill.
I really like this deck, and would absolutely recommend it!
Oh by the way, it’s insanely cheap to build! Here’s the rares:
Pyromancer’s Ascension – 2 (8)
Past in Flames – 4 (12)
Steam Vents – 25 (50)
Sulfur Falls – 4 (16)
Misty Rainforest – 14 (28)
Scalding Tarn – 14 (56)
Total: 170
I found that the second Steam Vents was completely
unnecessary, so you can save yourself a Jackson there (also remember that Izzet
is in RTR, so there will probably be a reprint!). The only card that’s really
of note are the 6 fetchlands. However, fetchlands are a staple of both Modern
and Legacy, so they are worth investing in regardless because you will never
run out of uses for them! After that, it’s less than $40 worth of cards, with
most of it still standard legal!
That’s all I have for today! Until next time, stay classy!
Ryan Lackie
Ryan.Lackie92@gmail.com
@ThingsILack
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