Sideboard

Land (3)

Sorcery (2)


A blue/red modern storm deck focused around extremely cheap cantrips and Blistercoil Weird/Paradise Mantle combo to practically produce "infinite" mana.

There are a few ways to generate a net gain of mana, primarily through Manamorphose Cerulean Wisps and Gitaxian Probe

Alternative win condition is making the weird simply big enough to one-shot them using Artful Dodge to grant it unblockable.

The deck is able to win as early as turn 2 if luck permits it

The dream hand: 1 Land (fetch or simply steam vents), Blistercoil Weird, Paradise Mantle, Gitaxian Probe, Gitaxian Probe, Faithless Looting, Ideas Unbound

To explain why this is the dream hand: Turn 1, play Blistercoil. Turn 2, play Mantle (first spell cast for storm this turn), equip it, tap blister for blue mana and pay 2 life for probe, do that again, play Ideas Unbound.

At this or any point in the near future, if you drew any set of lands/blistercoils/Paradise Mantles/Dodge, simply discard them to looting, it fuels your graveyard nicely for the Visions of Beyond and due to the fact that you basically just drew 7 fresh new cards you should be able to start comboing from there until you've cast 19+ spells and can kill them with a single Grapeshot

Now, mulligan strategy. Since your deck is basically about ignoring 90% of the game going on around you and just finding your combo, the only important thing to have in your hand is a land. Just a single one. You ALMOST never want to keep a hand with 0 lands in it, as having just 1 land will enable serum visions, sleight of hand, faithless looting and alike, which will enable you to dig for your combo pieces. If your hand is something alike: Paradise Mantle, Blistercoil weird, Dispel, Gitaxian Probe, and other cantrips then you might be able to justify keeping the hand, as Gitaxian Probe basically lets you start with +1 card in your hand, and a peek at what the opponent is doing.

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So. I've experimented a little with what cards to put into a sideboard. As you might notice for now, there are a LOT of cheap counterspells. That's because I am still testing to see which one I like the most, primarily disrupting shoal to see how well it performs in this deck. In theory it should over perform as most of the deck is blue 1 mana cantrips, and redundant weird's even help out, this is of course to stop bolt what is likely the biggest problem for this deck: Path to Exile and Lightning Bolt as they are the cheapest removal spells around the block and the opponent barely has to even change their game plan to leave 1 mana open to do either. Playtest pending.

The 2 Islands in the sideboard are for games where Blood Moon becomes a factor before the combo pieces are drawn, as it would otherwise completely shut down our blue cantrips which help look for the pieces, and in that respect the chance to win would become 0%. If you have the combo, Blood Moon is a non factor as you can function perfectly well with all your lands being mountains from there on.

Now, the big spice here and a card that a friend and me didn't even know existed until we pondered if there was a modern legal analogy to Goryo's Vengeancefoil that could target NON-legendaries, but was also cheap. What we found was Postmortem Lunge. In this deck, where the only target for it is the big boy Weird himself, this is essentially: Pay 2 life, 1 colorless, go nuts. Especially since I do not think ANY opponent would expect it to suddenly come up. This card does need playtesting as well, but I am excited to try it.

Comments

Date added 10 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

14 - 4 Rares

14 - 2 Uncommons

32 - 6 Commons

Cards 60
Avg. CMC 1.06
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