The Combo:
Possibility Storm and
Curse of Exhaustion
work together to completely lock our opponent out of the game. Here is why: When they cast a spell with both these on the field, Possibility Storm exiles that spell from the stack and starts to exile cards from the top of their library until a spell of the same type is found. Now, Possibility Storm now lets your opponent cast that spell if they wish, normally. However, Curse of Exhaustion will not allow them to cast the new revealed spell because they already casted one (the one exiled by Possibility Storm). The keyword here is CAST and not played.
The Win Conditions:
Now that we know how Possibility Storm works and how it hurts our opponents, how do we win with such shenanigans? Simple, use Possibility Storm! Because when you cast a spell, it is exiled and all cards on top of your library until another spell of the same type is found; we can use what was thought to be the worst planeswalker,
Tibalt, the Fiend-Blooded
, to cast Nicol Bolas, Planeswalker for RR. Seems pretty good, right? Well we can do better. How about Emrakul, the Aeons Torn for only U? Simply cast
Wandering Ones
, and it will storm into Emrakul.
Sorcery Toolbox:
Okay so this really is not a toolbox, Im sorry, but its the only thing I can think to call it. Because of Possibility Storm causing chaos, we still want our spells to resolve and remain playable as often as possible. So, every sorcery is combo-deck cantrip power (with the exception of
Idyllic Tutor
). This way when we want to draw a card, we always will.
Instant Toolbox:
Again, Im sorry about this sections name. As with the sorceries, all the instants are relatively solid counter spells. Izzet Charm has a more narrow range, but, if we Storm into it, we can simply use another mode. Voyage's Ends are for our opponents pesky creatures because we do not like them. A little risky, but every deck in modern runs dudes except Mill and Discard (but not to commonly played).
Self-Fixing Prophecy
Okay, so, you should realize that Possibility Storm can not find Emrakul or good ol Nicol in your hand. This is a problem if you want to win. However, we already have the solution. Simply use one of our red cantrips to discard said win condition and Elixir of Immortality it back in. Elixir has to be a two of so we can storm into it and play it.
Lands
They tap for stuff, yep That is what they do. Also, our fetches shuffle our library after a huge Possibility Storm activation!
The Sideboard
Dispel & Guttural Response - This card is best suited for the control matchups (American, Splinter Twin, Blue Tron, etc). This way we can hold off for a turn to have some extra blue up to prevent a Remand or Swan Song of our lock pieces. Now you're probably wondering why two of each instead of just all 4 of Dispel, well Dispel is a card we will want more often because it also works against removal. However, Guttural Response is better suited for the land base we will be accurring throughout our building stages.
Lightning Bolt - Best removal spell in modern. Plus, what deck that plays red does not play Bolt?! Why this is in the SB, I have no idea. Probably because I prefer the scry of
Voyage's End
more.
All the extra dudes - I am 99% sure no one plays
Slaughter Games
in modern; however Pithing Needle does see play here and there. Also, if we somehow destroy our opponent, Possibility Storm stacks so we can get more than one eldrazi for our one
Wandering Ones
. Same goes for Tibalt, the Field-Blooded.
In Closing:
This deck was inspired by the short-lived and unsuccessful deck in the Innistrad-Ravnica standard season. In Modern, this deck picks up good cantrips and much better counter magic than what it had previously. Also, with the addition of a more solid win condition, this deck should see some success hopefully. The aforementioned list and write-up are by BlueSlime.