My Parfait Build
My Psychatog Build
Yes, I am advanced and you know it...
Suggestion: Play Magic as a Hobby. Competitiveness is uniquely usefull in this Era and just to evolve the human being to a certain extent...
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@Lem, I didn't "just jam" into CB. i had options over the course of 4 turns in the face of his blind counterbalance. Every time I started on a line, it was nullified. My hand vs rug was land, petal, empty, dark rit, wish, wish, infernal. Are you telling me you'd mull? Against sneak, I definitely think going to it that turn is correct. He could just have sneak attack and creature w/ petal. Gold lands are great and silence is great.
For people actually interested in blood moon, it's in there to give additional lines. Sometimes, you just want a 5 mana combo that's imune to stifle, or 6 mana combo thats immune to daze...you get the point. Obviously it's complete trash if your opponent plays a threat before then. only cast it if you're opponent loses to it. It won me 3 separate games. If you're skeptical, try it out on a not so major event. It was good enough that I wanted a 2nd in my board.
Game 3 on the draw vs. daze.dec with 3 dead card in your hand with a best case of 6 Goblins? Very likely a mulligan for me
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How much worse is (2 Usea, 1 Volc, 1 Blands) than (2 Usea, 2 Volc)?
Are there any advantages to playing the 3 Dual, 3 Fetch, 6 Rainbow manabase over the 4-4-4 split?
The first question is addressed in the OP, but basically badlands can't cast a cantrip, and therefore you must mulligan more. I've never had a problem with the manabase as it is now.
I would only play the 3 dual, 3 fetch, 6 rainbow configuration if I decided to go back to playing silence. If you play the OP's list, I'd definitely stick to the 4-4-4 split because it makes your brainstorms better and you are slightly more resilient to wasteland.
The EPIC Storm
Doomsday Fetchland Tendrils
Yeah, the reason I was asking is because I don't have the 2nd Volcanic, only the Badlands, and getting the Volcanic may be tough (poor student, been saving for this deck for a long time, but could only nab one Volc before the prices doubled).
Playing Bloodstained Mires as fetches, which can't fetch Trop from the board, do you still recommend the 4-4-4, and if so, should the Trop in the board be a Bayou?
Badlands is a fine replacement for the time being, it just means you'll end up having to mulligan more often.
The bloodstained mire thing is a bigger problem because it can't get tropical island. In that case, you could play a bayou, but this is definitely not a good replacement. This could be a situation where I play extra rainbow lands and cut the tropical island in the board, but this is also not ideal (obviously).
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Doomsday Fetchland Tendrils
I think at that point I may want to play the old 6 rainbow land configuration honestly. Storm decks are the one style deck in the format where you lose too many percentage points when playing with sub optimal choices to even be good.
Compliments of my buddy Jack http://mtgtop8.com/event?e=7562&d=243382&f=LE
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So i ended up 21st at scg dallas this weekend after losing my win and in match and then drawing the final round to guarantee top 32. Here is a tournament report with details i can remember.
R1: burn (W)
Game 1 i get 12 goblins in on the play before eidolon hits. Glad i won the dice roll.
Game 2 therapy nabs eidolon turn 1 and i ad nauseam for the win turn 2
R2: fish (L)
Game 1 i have the opportunity to make 12 goblins using brainstorm-probe-LED trick but fail to put empty back on top of my library...punt (note: i did hit a point where past in flames in my board would still have gotten me the game but i wasnt running it today)
Game 2 double force and no discard ensures my doom
R3: fish (W)
Game 1 turn 2 empty for 10 goblins gets there just barely before he could build up enough blockers with vial and lands
Game 2 he mulls to four and keeps a force-less hand. Unfortunate loss for him here.
R4: burn (W)
Game 1 i mull to 5 and he hits turn 2 eidolon on the play. Manage to kill it with wish for pyroclasm but burn too many resources to kill him in time.
Game 2 turn two empty for 16 gets it done
Game 3 i look to make 18 goblins turn 3, cast wish and look through my board to find it empty-less...oops. Left it in my mainboard after wishing for it the previous round. I settle for tendrils for 18 (leaving him at 1 after a fetch) and hope to hit one of the two emptys or a wish for grapeshot. A few turns of draw-go finds him another land and an eidolon. I empty for 6 the next turn and attack for the win. Got lucky not to be punished for sloppiness here.
R5 UR delver (W)
Game 1 his only action is delver plus snapcaster bolt. I go to make a bunch of goblins from a low teens life total and he decides to snap-bolt me mid sequence (i think he was afraid of me ad-nauseam-ing into some sort of counter. He admitted to being out of the game for a while.) anyway, the 2 bonus storm allow me to tendrils for lethal.
Game 2 he flips an early delver and hits me into the single digits. The time comes to go and i can tendrils for the exact 18 lethal. Probe reveals an irrelevant daze which he wound up donating to the storm count. Would have been lethal anyway though he was annoyed with himself after the game.
R6 fish (W)
Game 1 probe revealed a counterless hand of fish and ad nauseam from a high 19 life ended it the next turn.
Game 2 double cursecatcher plus a known daze delayed me a few turns, when i finally had the mana to play through them he had found a force.
Game 3 turn 1 probe reveals two true names, 2 lords and a daze with and island and another irrelevant card. He hits a wasteland for my only land but i have a second chrome mox a turn later after missing a land drop. I lay one into the daze and then the second with an imprint, followed with a couple of rituals, led, wish, empty for 16 which gets the job done. Probably a bad keep on his part and some mis-sideboarding when we talked after the game; TNN is way too slow to matter and his hand had no clock and no real action outside of wasteland+daze.
R7 BUG delver (L)
Game 1 mull to a 6 of probe, brainstorm, petal, therapy, mine and misty. He lays a turn 1 delver, i draw duress and then probe him to reveal land, goyf, hymnx2, force. Follow up with therapy on hymn. He flips delver with a daze and lays goyf. I lay a fetch and brainstom, which he dazes, so i fetch but lose out on the shuffle. I draw into fetch fetch ritual and die a few turns later.
Game 2 i keep a turn two kill with a probe (it was something like chrome mox, led, petal, dark rit, gemstone mine, tutor, probe) probe reveals force, daze, brainstorm, double wasteland and some more lands. I pass the turn without laying a land hoping to draw discard or a swarm. I hit the swarm on my turn 3, play a land and the swarm, he brainstorms and then forces pitching force. I have enough mana still to empty through a daze so i go for it but he managed to brainstorm into a spell pierce. My gemstone mine eats a wasteland the next turn. He hits a dark confidant a few turns later after ive built enough steam to try again, i go for it with only artifact mana and end up eating another counter. I lose shortly thereafter.
R8: BUG delver (ID)
Here was my list- i went back to 4 chrome moxes-i hate drawing them in multiples but love a few things about them, 1) they're a non waselandable, repeatable source of mana even though they're card disadvantage. 2)even when you have nothing to imprint they're a free storm count. 3) they make it much more difficult to brick off of ad nauseam even with no land drop left and 0 mana floating. This is my biggest reason for running the full playset...i really hate resolving ad nauseam and not winning, which happened a few times in a side event the day prior with a duress in the place of the last mox (more for lack of a mana source than the damage taken from duress)
4 lions eye diamond
4 lotus petal
4 chrome mox
4 dark ritual
4 rite of flame
4 gitaxian probe
4 brainstorm
4 ponder
3 infernal tutor
4 burning wish
4 cabal therapy
2 duress
1 ad nauseam
1 empty the warrens
2 scalding tarn
2 misty rainforest
2 volcanic island
2 underground sea
1 tropical island
4 gemstone mine
Sideboard
3 abrupt decay
3 xantid swarm
1 massacre
1 pyroclasm
1 void snare
1 empty the warrens
1 tendrils of agony
1 duress
1 thoughtseize
1 grapeshot
1 infernal tutor
Note: i cut past in flames from the board because i almost never want it...you have to have multiple of your 2 rituals, burning wish AND infernal tutor for it to ever be useful which has happened to me twice in my admittedly minimal experience with the deck. How often do you guys find yourselves wishing for the past in flames? And am i using it wrong (i usually look to be grabbing it the turn i go off)? Should i be grabbing it a turn prior and then using it in conjunction with led mana or something?
Also, i will say i was pleased with the extra mox and maindeck tropical island all day and took mental note of several times where i was saved by having mana from one or the other over the 3rd duress. That said, i would like to have a 7th protection spell in the main and am not sure what to replace if i continue ignoring the 3 mox conventional wisdom. Currently considering shaving a ponder or just going up to (gasp!) 61 cards. Thoughts?
Personally, I can't see myself ever going back to the old mana-base or Silence in the foreseeable future. I'm sure there are exceptions were I would, like scenarios where everyone starts playing Spell Snare and Stifle, but none of these seem likely. The current list just feels so tight; I feel like we've reached something of a milestone with the decks development.
As a semi-related aside, I finally confessed that I'll never get to use my Planeshift Foil Orim's Chants again. They're being sold. :'( </3.
I have no problem with passing the turn after Ad Nauseam as long as you calculate the possible damage output from your opponent. This usually happens if I start my flips with a bunch of cantrips and Tutors/Wishes but no mana in sight and proceed to work towards PIF in these cases.
PIF is an MVP against grindy discard-matchups and decks dealing lots of damage in short time. There is no issue in getting several Rituals if you double those in your hand with Infernal or use cantrips accordingly, as usually 3 rituals are enough for a PIF loop. You neither need Infernal AND Wish as you can chain those into each other to place an Infernal in your graveyard and a wish in your hand. I find myself working towards the PIF loop pretty often.
I doubt you need more protection spells as you can wish for your SB discard anytime you need it without drawing them in matches you want gas instead. I mean, you have basically 10 discard spells in your mainboard to break through defense and 12 cantrips to find them, on top of 4 Infernals to double the discard in hand. That's nearly half your deck, so I usually rise an eyebrow evertime I read that peoples are unable to find at least 1 protection spell over several turns ;)
Why do you run 2 sweepers and 2 discard spells in your SB which are redundant but can't find space for PIF?
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I wouldn't cut PiF. Like Lem said, it is one of your best options versus the discard decks. Being able to just sit and infernal for redundant rituals and such as they tear up your hand only to simply wish for pif and kill them is just a very nice option to have
The redundant sweepers are a product of wanting one to be viable against plainsless decks. I never went for massacre but also never played vs a plains. I did go for pyroclasm a few times and was fairly pleased with the card. The redundant discard was so i could board one in and still have a wish target, though i never ended up taking this line of play. I can definitely find space for past in flames, i just found myself rarely wanting it so i played other cards instead.
For grindy discard matchups, are we talking jund, shardless bug, bug delver, or other decks I'm not thinking of? Im also curious how this line of play usually goes. If youre tutoring for burning wish you need to be hellbent or have the wish there to reveal, which means you are probably not tutoring for it anyway. If youre hellbent, you need 9 mana to chain tutor-wish-pif-begin flashback, and if you have that much mana, why not just chain a tutor once and empty, or go get ad nauseam? Otherwise, the pif route sounds like a multi turn one that is still very situational ( if you have red rituals you'll need access to RB after you pif to get the black for tutor-a minimum of 6 mana before casting it, for example). When you guys go the pif route do you often wind up emptying or do more often work into a lethal tendrils? Anyway, I'm not trying to say you guys are wrong or that the card is bad, but i would like some more description of some specific lines of play you've taken with it to better understand how and when to use it. My logic isn't figuring it out. Also, What rough percentage of games do you find yourself in a situation to use past in flames? Ive wanted it occasionally but not very often, perhaps 1 in 30 games.
I have never passed the turn after an ad nauseam; i tend to keep going until i can kill them that turn or kill myself (only done that once so far). This is a play pattern i can definitely work on (though at least i know myself well enough to tune the deck toward this tendency ;p). Anyway, i will definitely add this to my bag of tricks for the future :)
Hi again everyone, I'm on a bit of a cold streak with this deck lately, and I'm hoping I can snap out of it soon. The past 3 dailies in a row, I've ran into Miracles and lost to it, very frustratingly. The Miracles deck seems to be everywhere online, and I've run into some aggravating techs postboard like Ethersworn Canonist or Leyline of Sanctity. I'm wondering if anyone has had similar experience lately, or has any suggestions on flex slots I could tinker with, or other suggestions for a very Miracle-heavy meta.
It just gets to be annoying facing that deck because I feel like I have to draw significantly better than them in 2 games to win, which just isn't a consistent plan. There are games where I even get a good hate piece, like Needle on Top, and it just doesn't matter because they have a hand full of counters and hatebears. Obfuscating things more is that they can just open absurdly too, like a postboard game I lost where the opponent opened 2 Leylines of Sanctities, and then still have Force of Will + Blue card for my t1 Ad Nauseam, it's hard to train myself to play around counters when the opponent just has absurd hands like that.
Edit:
Playing against miracles again and again is crap for any storm deck. Period. There are however quite some sneaky techs to try if you have some self loathing and want to keep storming in an field full of Miracles. A tech you can try are Young Pyromancers which Kai championed in Prague in an ANT shell while TES can even drop them T1 on a more reliable base unlike its storm twin and care less for Leylines, Canonists, Meddling Mages or spells getting stuck in the Counterbalance
Last edited by Lemnear; 08-05-2014 at 05:39 PM.
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