Sideboard


MAKE STORM GREAT AGAIN

This is a deck that combos off with Blistercoil Weird's untap and +1/+1 when you cast an instant or sorcery. Besides Grapeshot, every instant or sorcery costs one or , so you can tap down Blistercoil Weird + Paradise Mantle for the one mana required to cast any spell, untapping it. For the most part, you'll be comboing off on turn three, and if not, you'll be able to keep casting spells until grapeshot gives you the win condition. Almost all of the cards either draw you cards or help Blistercoil hit indefinitely.

The Main Board

Let's go over this very basic premise, shall we?

Blistercoil Weird- One of two parts of the combo

Paradise Mantle- The other half of the combo, to be attached to Blistercoil Weird

Serum Visions- Draws you a card and lets you filter your lands to the bottom. It is a very important player in this deck

Crimson Wisps- This card both draws you a card, and allows you to combo off the turn your play Blistercoil Weird by giving it haste.

Expedite- Basically the same thing as Crimson Wisps

Faithless Looting- Faithless looting is a classic. drawing two cards and replacing those with two BETTER cards is always good. You also have to remember that flashback is like drawing a third card and always work just in case.

Peek- With Gitaxian Probe's banning absolutely decimating the entire idea of storm, peek is the second best option. It is replacing a chunk of gold with a chunk of crap, but crap has it's uses. Looking at their hand lets you get a better idea for their deck and how you should side board.

Sleight of Hand- A very nice card to filter your lands to the bottom and drawing what you need at the right time.

Slip Through Space- Say you've accidentally lost all of your Grapeshots somehow. This card allows you to just swing with the super buff Blistercoil Weird due to his +1/+1 ability without anybody standing in your way.

Thought Scour- This card is ideal for jump starting your Ancestral Recall, I mean Visions of Beyond, since they will be the same card in a few turns into the game.

Visions of Beyond- What's better than drawing one card? Drawing two cards. What's better than that? Drawing three cards. What's better than that? Doing it all for one mana. This card is amazing in any deck really, but in this one, it is so easy to fill your graveyard, giving it all the more value.

Simian Spirit Guide- Very simply used in place of some mana so you don't have to play as many lands. You can also use it place of another land drop for the turn, allowing you to cast the Crimson Wisps that lets you combo off that turn.

Cerulean Wisps- This card doesn't look all to impressive at first, but it actually untaps Blistercoil Weird twice, allowing you to add a floating mana.

The Side Board

I recommend playing some Lightning Bolts and a Grapeshot here just in case.

Mizzium Skin- If there's one thing modern decks have, it's answers. To stop these answers, there is Mizzium Skin. I only run three to keep the draw engine going, but keeping one in hand is very important for things like Abrupt Decay.

Pact of Negation- There's no secret that losing the game is bad, and it's really hard to get that four mana you need to stop said losing from happening, but, and work with me here, you don't have to pay it if you win that turn, which is where Pact of Negation really shines.

Goblin Charbelcher- An excellent win con in case your opponent isn't very accepting of combos.

Leyline of Sanctity- One of the most popular decks at least at my FNM is jund. Along with jund, you will see a playset each of Inquizition of Kozilek and Thought Seize. Having a leyline really disrupts that, as well as hindering some other important decks.

Fling- The bigger they are, the harder they fall, which is especially present when you throw a 20/20 blob at them if you don't hit your Slip Through Space.

Electrickery- Besides being one of my favorite cards, this card wipes out a lot of good creatures and blockers. It wont always be the most useful card, but those one or two times where you're standing up against a chump Snapcaster Mage.

Tainted Strike- Cutting the amount of spells you need to cast in half can be quite helpful, especially up against something like Harsh Mentor. This also goes against the Madcap Experiment combo deck.

The Truth Comes Out

Now that you're familiar with the deck's pieces, you must realize a sad and true fact: This deck isn't what you would call... "consistent". To tell you the truth here, there are plenty of times where you combo off turn two or three, and then there are sometimes were those Paradise Mantles and Blistercoil Weirds all find their way to the bottom. You do have plenty of draw spells in the meantime to keep on searching for the all powerful combo pieces, but until then, you are a, how you say, sitting duck. You have no other creatures or counter spells, so you just have to keep drawing. I will say that you combo off about 80%-90% of the time, but that sliver of 10% might be the all important game three. It's especially troubling if your playing against 8-rack or Jund control. That's when Mizzium Skin comes in handy.

Final Notes Here

Pushing these matters aside, I have noticed that it is very hard to answer to this deck. Unless you'r chopped full of kill spells, you can't beat the combo. Even if they counter your Grapeshots, it's pretty hard to block an unblockable monster-of-a-weird. All in all, I recommend this deck to at least try. If you're looking for a more budget approach, round out the mana base to be less, well, $450, as well as cut the more expensive commons, like Simian Spirit Guide. Game one is almost always a win, but game two becomes more of problem. If you totally wreck game one, you'll have very little info regarding your opponent's deck. Due to this, it's always safe to sideboard some counters the SECOND you see black mana. That's Thoughtseize, that's Inquisition of Kozilek, and, worst of all, that's Surgical Extraction. Based on the meta you see at your LGS, extra counters might be good. Remand is the most in theme, and can really help when your comboing off for a two for one spell, but it doesn't deal with these single mana screw ups. I'd say Spell Pierce is probably you're best option. It might even be a solid replacement for the Pact of Negations.

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Top Ranked
  • Achieved #34 position overall 8 years ago
Date added 8 years
Last updated 8 months
Exclude colors WBG
Key combos
Legality

This deck is not Modern legal.

Rarity (main - side)

12 - 6 Rares

12 - 2 Uncommons

32 - 7 Commons

Cards 56
Avg. CMC 0.96
Folders Blue/red, Decks that Beats face, Favorites, decks i want, Izzet is dumb, Interesting Decks, Storm, SNESy decks, Decks I Like, possible
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