Guess who's back with another deck to share.
Hey i's That_Guy_You_Know back to talk to you about one of Magic: The Gathering's best archetypes.
For the uneducated, storm is a mechanic which states: "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies."
To put it simply, let's say that I cast a Serum Visions and that asshole Jimmy casts Cancel, targeting my Serum Visions, to which sadly, because of the sorry excuse of a human being sitting across from you, doesn't resolve. However, once the stack clears and you pry priority from his hands you are now able to cast Grapeshot. When you do it, you get the original copy, and two additional copies of the spell on the stack, all targeting Jimmy because he is truly the worst thing ever to exist. See Jimmy, your actions have consequences.
Now, while a bit silly I hope that that portrayed how storm works for those who didn't know. However, Never Grapeshot for 3.
Now let's go into detail on the deck and on how it was meant to be piloted. Just make sure that when piloting, two avoid confusion among players two have 5 d20 Spindowns, having 2 red ones, 1 blue one and 2 of any other color.
Cantrips:
When it comes to casting spells, what's better than a spell that replaces itself? Nothing.
It's because of these cards that we're able to consistently cast spells without emptying your hand. (Which is kind of a necessity)
None of these should need explaining other than my choice of running Desperate Ravings over Faithless Looting.
Technically, Faithless Looting has you pitch 3 cards to get 2. once flashed back, it provide 2 cards for 2.
However, Desperate Ravings is an immediate 2 for 2 and when flashed back is a 2 for 1.
The difference between the two is that Desperate Ravings actually provides card advantage.
Note: Always Thought Scour yourself because the cards can be re-obtained with a Past in Flames.
Acceleration:
We have these spells which replace themselves, so how do we cast enough of them to kill them with Grapeshot, but have mana to cast them?
These cards shouldn't need an explanation. The either reduce the casting cost of spells or provide more mana than you put into them. Great when paired with Pyromancer's Ascension.
Value:
Though they provide value, these cards are different so I will talk about them differently.
Past in Flames:
Your know what's better than casting spells that replace themselves? Casting them again.
Pyromancer's Ascension:
You know what's better than casting spells that give you mana and spells that replace themselves? Casting them again.
Our Win Condition:
Grapeshot is ultimately how we will end each game, so I should probably tell you how, and when to use it.
You can safely cast Grapeshot for 11 or higher, but preferably for 25.
THAT'S IT. KNOW YOU TOO CAN MAKE THAT DICKHEAD JIMMY WAIT 10 MINUTES FOR YOU TO EITHER WIN BY SMITING THE VILE CREATURE WITH THE FORCE OF 23 GRAPES OR JUST TO HAVE YOU CONCEDE BECAUSE YOU HAVE MADE A BAD DECISION
Hey, that's all. Suggestions are welcome (even if it's to suggest me more decks to cover) and I am terribly sorry if your name is Jimmy and you are reading this. Not all Jimmies are bad, okay?