Maybeboard


This is my Narset Storm deck.

I've tried to build this only with cards I've got, although I've added some of the missing Storm cards recently, and have a couple more in my maybeboard in case I cut something.

Now, in my playgroup there is one player who constantly plays degenerate decks, and I'm sick of trying to make a deck that shuts his deck down efficiently. Instead, I've resolved that it's actually far easier to just go over the top of him, and make a deck that kills him quicker than he can assemble his combos.
Narset is perfect for this, because all I do early is ramp, then once Narset hits the field, he's got to have a board wipe or non targeted damage to get rid of her.

He'll usually only get one chance.

So, everyone knows how a Narset, Enlightened Master deck works; you attempt to end up with as many free combat phases or extra turns as you can get, such that the first time you attack, it's game over.

Now, I don't own any extra turn cards, and I'm not really keen on buying any of them - most are expensive, and the problem with extra turns over extra combat phases, is that I lose my storm count if I start another turn.

So, there's 8 cards that can give me extra combat phases, here ordered by how useful they are to the deck:

Seize the Day - cheapest at 4CMC, so the best to end up in my hand, and can flashback

Relentless Assault - still at 4CMC, so OK in hand

Waves of Aggression - at 5CMC now, but can be retraced

Savage Beating - still at 5CMC, I'll probably never entwine it even if it's in my hand

Fury of the Horde - at 7CMC, I hope I never draw this

Aggravated Assault - this requires 5CMC for every time I use it. It's possible, but clunky.

Breath of Fury - this requires that I have tokens to put it on and a clear board to attack into (and an opponent who doesn't resign after I attack them)

Not in the deck:

World at War - at 5CMC, rebound doesn't work when it's cast from exile, and it must be cast before the first combat phase is over or it doesn't work. As a result, it's not in the deck.

So there aren't all that many cards that fall into this category, but they do help with having Narset hit noncreature/nonland cards:

Brainstorm - always useful, but here, it allows me to put useful cards from my hand back into the library, at instant speed, so they're available to be exiled by Narset.

Ancestral Knowledge - let's me order the top 10 cards of my library. Honestly, I'll very rarely pay the upkeep.

Widespread Panic - there's a few things this does, I shuffle my library a few times, and this allows cards to be put back from my hand to be used by Narset, and it also screws over my opponents for shuffling their libraries.

Enlightened Tutor - gets me an artifact or enchantment for exiling and casting. A good target for this (early on) is Parallel Thoughts, which I use to exile my 3 creatures, plus some land, and draw my cards from there.

Mystical Tutor - gets an extra combat turn, probably the most expensive one. Can also grab Spelltwine if I've already got one of those in my graveyard and an opponent has something juicy to cast.

For the last 4, if If I've specifically put a card on top of my library through other means, I'll stack these so they go off after her exile trigger.

Druidic Satchel - basically removes land from the top of my library whenever I can, ramping me at the same time.

Sword of the Animist - when she attacks, I thin the deck, one basic land at a time. Simple.

Explorer's Scope - when she attacks, I get to check if I'm going to get a land, and if so, put it in play before I exile her 4 cards.

Darksteel Pendant - allows me to put a land or creature on the bottom of my library

Cards I don't have, could be useful:

Scroll Rack

Telling Time

Dream Cache

Hidden Retreat

There's no need to list them all. I have 17 mana rocks, they help get Narset out earlier, and they provide me with mana to cast spells from hand and to run Aggravated Assault.

They can be untapped with Turnabout and Intellectual Offering, and Paradox Engine.

I think there was so many in the deck originally because I wanted to guarantee I get Narset out early, and I was intending to put some mass land destruction in the deck.

These are all about keeping Narset alive after she attacks, but providing storm value as cantrips. Instant to give her flying, 1 to give her shadow. These can be cast before blockers are declared if she flips one of them.
I'm not completely creatureless, I run 3 lieutenants that make tokens when I cast (most) of the spells exiled with Narset. They're useful if I get a Breath of Fury on them.

Monastery Mentor - has prowess, makes tokens with prowess. Can really get out of hand.

Talrand, Sky Summoner - only on instant/sorceries, but 2/2 drakes that fly.

Young Pyromancer - only on instant/sorceries, and only 1/1's. In for completeness.

Storm Herd - classic Narset.

Not Forgotten - honorable mention, recursion and top deck fixing!

This is where the deck wins. 2 of these aren't really storm cards:

Sphinx-Bone Wand only counts instants and sorceries, and it has to be in play for all of them and keep it's counters, but it keeps those counters between turns if necessary.

Aetherflux Reservoir isn't storm, in that it only counts spells you've cast this turn, but you gain life each time equal to that count, and can one-shot players if you get enough life.

The others are traditional storm:

Haze of Rage can make Narset a general damage threat if she gets through.

Volcanic Awakening can destroy all the land that isn't yours.

Mind's Desire can play more of your deck from exile, just like Narset's ability.

Ignite Memories can kill players, provided they've got nonland cards in hand

Brain Freeze mill an opponent to death, provided they're not playing obvious reincarnation effects.

Empty the Warrens gives a massive army of goblins.

Grapeshot can kill players or wipe their creatures.

Temporal Fissure can bounce a players' entire board.

The deck goes infinite with Paradox Engine, plus 4 mana rocks, and Haze of Rage.

If I've got 5+ mana rocks, infinite mana.

This makes for an infinite Storm count.

Infinite counters on Sphinx-Bone Wand if it's in play (and thus infinite damage).

Infinite 2/2 drakes if I've got Talrand, Sky Summoner in play.

Infinite 1/1 elementals if I've got Young Pyromancer in play.

Infinite 1/1 monks with prowess (and thus of infinite +1/+1) if I've got Monastery Mentor in play.

If I've got Jeskai Ascendancy in play, infinite +1/+1 on creatures I control, and I can draw through my whole deck.

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Date added 7 years
Last updated 7 years
Exclude colors BG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

36 - 0 Rares

24 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 3.48
Tokens Drake 2/2 U, Elemental 1/1 R, Goblin 1/1 R, Monk 1/1 W, Pegasus 1/1 W, Saproling 1/1 G, Spirit 1/1 W
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