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Storms and Crows (Modern Izzet Storm)

Modern* Combo Storm UR (Izzet)

JonnyG21


Sideboard


Maybeboard


Modern storm

**Note: replaced probe with scour. will update guide later...

The References

Found this useful. this guy also knows what he's doing.

The Guide

  1. Cast lots of spells. Do this by casting spells that gain or breaking even in net mana and card advantage. Use engines to do this efficiently.

  2. Cast Grapeshot or Empty the Warrens.

  3. Win and make it rain

Serum Visions (x4) and Sleight of Hand (x4) are both neutral card advantage and -1 mana. These spells help you dig through the deck to find engines, set up your next turn, and keep on one land. These spells, are important early game to get going and along with Tormenting Voice, to get cards in grave for Pyromancer Ascension. Thought Scour is alright, but it's not worth paying just to mill 2, when you can nonrandom discard and get exactly what you want in grave.

Tormenting Voice (x4) may be 2 mana for neutral card advantage, and while it requires a card in hand to cast and if it gets countered you get hit hard, it has its advantages. First of all, with Pyromancer Ascension, you can discard one to cast another and get the counter. Secondly, it's nonrandom discard unlike Desperate Ravings, Burning Inquiry, or Goblin Lore. Third, if copied with Pyromancer Ascension, it nets 2 card-advantage, because you discard 1 to draw 4 cards.

Desperate Ravings (x3) is also 2 mana for neutral card advantage, however, again, cards in grave are nice with Pyromancer Ascension or Past in Flames, albeit random. although the flashback is expensive, Goblin Electromancer can help you there and when you flash it back, you're getting card advantage. Remember you can cast Desperate Ravings to get 2 counters on Pyromancer Ascension, then cast an instant (often a ritual) you want to copy with Pyromancer Ascension and get the copy without having to risk discarding it. Also, remember to cast instants in between copies to avoid the risk of discarding them.

Gitaxian Probe (x4) lets you pay 2 life to cast a spell. No loss of card advantage or mana. You even get a peak at your opponent's hand. Copy it (with pyromacer ascension) and/or cast it from grave (with Past in Flames) for some easy card advantage.

Manamorphose (x4) also let's you get a free spell in, but it's even better. Net mana with Goblin Electromancer, fix your from Desperate Ritual or Pyretic Ritual into , or copy it (with pyromacer ascension) and/or cast it from grave (with Past in Flames) for lots of mana and some cards.

Pyretic Ritual (x4) may seem bad when you see -1 card advantage for +1 mana, but with some nice engines (Goblin Electromancer, Pyromancer Ascension, or Past in Flames) you get plenty of . Use Manamorphose and Cascade Bluffs to filter some into for draw spells.

Desperate Ritual (x4) is just a better Pyretic Ritual. Splicing doesn't lose you any card advantage, so you can net from Peer Through Depths, Ideas Unbound, Lava Spike, or Reach Through Mists.

Goblin Electromancer (x4) gets your mana back with any ritual, and also hits Tormenting Voice, Grapeshot, and notably Past in Flames

Past in Flames's (x3) mana cost is unattractive, but it's easy to cast when you get some rituals going or with a Goblin Electromancer or two. Once cast, if you have a nice grave, you pretty much win if you've got a Grapeshot in grave, in hand, or on the top half of our deck. Flashback rituals, then filter them with Manamorphose or Cascade Bluffs to flashback draw spells. By then, you've probably got your storm count high enough to win with Grapeshot. If you need something to discard, it'll only cost more to flash it back.

Pyromancer Ascension (x4) was the card that started it all. The deck is built around two cards: Grapeshot and Pyromancer Ascension. Loot or cast spells to get them in grave, then copy your draw spells or rituals for insane, game-winning value.

Steam Vents (x2) lets you get both colors untapped, and it's fetchable, but at the price of 2 damage. Damage adds up with lands and Gitaxian Probe, so be careful as Shivan Reef can be a pain late game.

Flooded Strand (x4) thins the deck so you don't draw lands, and fetches Steam Vents, or if you're low on life, a basic Island. Scalding Tarn is less budget and strictly better in that it finds a basic Mountain which I would recommend 1 of if you're running a playset of tarn, and otherwise none. Shuffling the deck can be bad once you know the bottom or top of your deck from Serum Visions or Sleight of Hand, and shuffling can be good or bad with Peer Through Depths, depending if you missed a land, Pyromancer Ascension, or Goblin Electromancer that you would want shuffled back in.

Polluted Delta (x2) is nice for the same reasons as Scalding Tarn, but you can't fetch a basic Mountain. However, is more vital than because your draw spells cost and your rituals produce . Flooded Strand (x1) also works. Again, pros and cons of shuffling. Split the non-Scalding Tarn fetches as evenly as possible for optimal play (against Surgical Extraction effects)

Spirebluff Canal (x4) gets you either color untapped turns 1-3 (assuming you hit your lands drops). Turn 3-4 win is the goal, so while drawing into one in dire need of untapped mana turn 4 is bad, you can probably dig out an untapped land with all the draw you've got on turn 4. I say it's worth running 2, because life total really can mean the difference of having an extra turn to storm off, especially with aggro meta, painful lands, and phyrexian mana Gitaxian Probe. Finkel (God of storm) says here that he's adding 4 Canals and cutting 1 Vents, 1 Fetch, and 2 Reefs. However, I think running the full playset might be rough if you're trying to find untapped mana turn 4, but life is increasingly important now, so I think 3 is the number.

Shivan Reef (x2) gets you either color untapped, but assuming a turn 3 or 4 win, you'll pay 1-4 life depending when you drop it and if you ever tap for colorless (perhaps Past in Flames). However, you'll rarely tap for . Assuming no tap for and a turn 4 win, and equal likelihood of dropping it any of those 4 turns, you're taking an average of 2.5 life, so compare to 0 for a basic, 1 to fetch a basic, 2 to shock, 3 to fetch a shock.

Island (x2) is fetchable in order to get untapped without paying 2 life. Generally preferred to Mountain because draw spells are and rituals produce .

*Budget sidenote: I generally don't talk much about budget, but if you're running Scalding Tarns instead of cheaper fetches, then add a Mountain (duh, but just thought I'd mention it). Also, you can totally run 1-2 more Island, Shivan Reef, and/or Sulfur Falls (but if you run falls, I'd cut reef and/or spirebluff) for budget reasons, but if you're running fetches, 2 Steam Vents are crucial.

Grapeshot (x2) hits face for lethal after lots of spells. As modern decks often pay life for lands and phyrexian mana, sometimes you don't need too many spells, but Past in Flames can help you get your storm count up there. Empty the Warrens as a sideboard against Leyline of Sanctity and similar effects.

2x Ancient Grudge

2x Dragon's Claw

3x Echoing Truth

2x Empty the Warrens

3x Lightning Bolt

3x Spell Pierce/Swan Song

Remember to maintain as many playsets as possible, because Pyromancer Ascension rewards multiple copies of spells.

Take out Tormenting Voice against fast decks.

Empty the Warrens is a nice alternate wincon against Leyline of Sanctity, Scapeshift, grave hate, zoo, burn, faeries, infect, tempo, and control. If you put it in, take out Past in Flames and/or Grapeshot

Echoing Truth hits Rule of Law, bogles, sisters, Scapeshift and tron, as well as the mirror match (remember it hits your stuff too).

Lightning Bolt hits Ethersworn Canonist, sisters, zoo, affinity burn, infect, tempo, and for face if you need it to.

Ancient Grudge hits affinity hard, as well as any spooky artifacts you may find.

Spell Pierce hits a lot of cards sideboarded against storm. Personally prefer it to Swan Song, Dispel, Negate, Remand, Rune Snag, Spell Snare, Mana Leak, and Condescend (which I really like).

Cascade Bluffs is really nice to turn your from rituals into , however, it can make one-land-hands unkeepable.

Dragon's Claw (maybe-sideboard) supposedly makes burn players cry and burn beats storm hard. But it only counters a single matchup, while the rest of the board covers a broader range of matchups.

Faithless Looting does lose card-advantage until you flash it back, but it helps you dig without random discard, and like Desperate Ravings, the flashback can save you late game. Being only a 1-drop is nice, but most of the time Desperate Ravings is better, for our cards.

Ideas Unbound can help you go off with 3 cards, however, is hard to drop without manaconfluence or Cascade Bluffs, and you lose card advantage (at end of turn). So why play this? Desperate Ritual isn't the sole reason to throw this in. Getting three cards can be a game-winner, and if it doesn't work out, at the end of the turn you'll have plenty of cards in grave for Pyromancer Ascension. However, irreducible for -1 card advantage makes it hard to play over the rest of the deck.

Peer Through Depths is a nice Goblin Electromancer reducible card to find draw or rituals. It passes up some engines such as Goblin Electromancer and Pyromancer Ascension, but finds Past in Flames and Grapeshot. Five cards is a big number to look through, and arcane and instant are also bonuses.

Thought Scour gets cards in grave for Pyromancer Ascension or Past in Flames, or gets Past in Flames or Desperate Ravings n grave so they can be flashed back. Some say you can use it as a backup strategy to mill your opponent, but I see this as unlikely because after keeping a 7 card hand, drawing once per turn for 3 turns, and fetching twice, that leaves 48 cards left. You'd have to cast 24 Thought Scour, which is possible with multiple Pyromancer Ascension and Past in Flames, but you'd be way better off with Empty the Warrens or Ignite Memories.

Noxious Revival goes infinite with Manamorphose and Pyromancer Ascension, but even for a draw deck, a 3-card-combo is rough, and without it noxious revivial is just minor utility for loss of card advantage and loss of from Manamorphose or loss of 2 life, and life is more precious than you might think after lands and Gitaxian Probe put you pretty low. Overall, rarely good, often mediocre.

Lava Spike is nice because you're trying to hit your opponent after all, so it almost works as 4 spells (3 damage + 1 storm count (assuming 1 Grapeshot)) and if you splice it with Desperate Ritual, it won't cost you any mana, you still lose card advantage and don't gain mana (most of the time), which doesn't work with the rest of the deck. It may be good in a vacuum, but as a combo deck, storm is looking for team players, and Lightning Bolt is better when you don't have Desperate Ritual so you can instantly take out a Ethersworn Canonist or Blighted Agent.

Many prefer Anger of the Gods, Slagstorm, or Pyroclasm to Volcanic Fallout, but the words "Instant" and "Can't be countered", appeal to me, and the player part is typically an upside. Still, I'd rather have another counterspell in sideboard.

here is the primer and below is some info I copied:

You want to play Gifts end of opponent's turn and grab Mana Seism, Channel the Suns, Increasing Vengeance, and Past in Flames. It doesn't matter what you get, but most people give you Increasing Vengeance and Past in Flames to cut off your mana.

On your turn, after untap, you Increasing Vengeance your Ritual(7 mana 2 storm), Manamorphose, Past in Flames(3 mana, 4 storm) from your grave play the Ritual then play Mana Seism(7 manaRR5, 6 Storm) now Manamorphose so you have RRG4 and play Channel the Suns, with an Increasing Vengeance(15 mana3 of each color, 9 storm). From here you want to play Gifts Ungiven again from the grave for (Grapeshot, Remand, Noxious Revival, Past in Flames/Manamorphose).

If you have Past in Flames in grave or hand you get Manamorphose, otherwise grab one. Remember you need a draw spell in hand or grave to draw into Grapeshot if they put it in your grave.

The last pile sets up the win. No matter what they give you, you can use Noxious Revival/ Past in Flames/ mamamorphose to get Grapeshot to hand so you can then cast it, Remand the original Grapeshot back to your hand, but all the storm copies still get added to the stack, then you Grapeshot again for the win.

TL;DR:

"Ritual Gifts is a Combo/Control deck that utilizes Gifts Ungiven to create massive Storm count before killing with Grapeshot. It finishes similarly, but the process is much different." -- here

So Why No Gifts

Some decks run Gifts Ungiven With increasing vengence and noxious revivial, but this is generally a "win-more" play.

Disadvantages:

  • Increased Mulligans (2 Desperate Ravings in opening hand is fine, 2 Gifts Ungiven is not)

  • Too Much Mana (4 Mana is a lot of Mana for a Storm Deck. It's good with Goblin Electromancer, which you won't always get)

  • 2 for 1s (Using a Ritual to get into Gifts could lead to "2 for 1's" if they counter Gifts)

Overall, this as decreases consistency to try and set up your combo in a "foolproof" way.

Pyromancer Storm plays Young Pyromancer, Empty the Warrens, and Goblin Bushwhacker instead of Pyromancer Ascension and Grapeshot. Most decks cut 1 Past in Flames, because Empty the Warrens increases average CMC.

Pyromancer Storm relies less on grave and more on creatures, making it vulnerable to spot removal and field wipes.

1 land hands are fine if you have a cantrip, and still not terrible if you don't. 2 lands is preferable, and 3 is ok. Muligan 0 and 4+.

A turn two Goblin Electromancer or Pyromancer Ascension is often a turn 3 win, and a Past in Flames in hand comes in handy later, but too many engines (3+) is way too many, and no engines is fine.

Make sure you have a good balance of draw and rituals (more draw) in opening hand, and a general plan for turns 1-2. Mulligans lose card-advantage and quickly get worse, but don't be afraid to muligan once, maybe twice.

Remember that you need enough mana for a ritual when you cast Past in Flames, and if you don't have a Manamorphose, you'll be reliant on red draw until you find one.

Past in Flames + ritual costs 6 mana, 2 less if you have an Goblin Electromancer and 1 more if you're flashing back Past in Flames. Make sure you save mana for Grapeshot after you storm off, and cast draw before rituals, so you know what you have to work with (unless you won't have mana for a ritual after you draw).

Turn 1 you usually want to fetch a Steam Vents if you've got a 1 land hand, or an island(bfz) in hand, to make sure you can turn 1 cantrip, turn 2 Goblin Electromancer, Pyromancer Ascension, or red draw or rituals.

The Joke

What'd the storm say to the coconut tree? Show

If you like the deck, please +1 Upvote. Yoda thanks you --> <(-_-)>

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Date added 8 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

18 - 3 Rares

15 - 7 Uncommons

22 - 5 Commons

Cards 60
Avg. CMC 1.86
Tokens Bird 2/2 U, Goblin 1/1 R
Folders My Cool Modern Decks, Decks to make, The 12
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