UR Storm Modern by Mark Donaldson
1st at SCG Washington DC Modern Premier IQ on Aug 24th 2014
I fell for Modern Storm Combo way back when it was a build up with Seething Song into an Epic Experiment to just blow out your opponent from literal nowhere. Since then there have been some changes as Seething Song was banned and in order to remain competitive the deck morphed back into a Pyromancer Ascension deck reminiscent of the days of yore. I continued to follow my passion of the deck and still believe it to be a very solid choice, not to mention a deadly weapon in the hands of a competent pilot.
The game plan of the deck is solid and straightforward. Cast enough spells to build a high enough Storm count to burn out your opponent. In order to accomplish that the deck is composed of draw spells, mana makers, enablers and a win condition. The most important aspect of the deck is the plethora of draw spells with fully twenty-three ways to cycle through cards, necessary when the only way to win is find one of two copies of your win con. The package starts with Gitaxian Probe
which with a Phyrexian mana cost basically cycles free while providing information as it peeks into the opponents mitt. Then since one Blue cost Ponder
were banned for being just too good the next best floated to the surface with Sleight of Hand
and Serum Visions
to dig deep and find the cogs to the machine. There is also Thought Scour
and Desperate Ravings
which both synergize well with the Flashback providing ability from Past in Flames
as they proactively stock the graveyard with targets to abuse. In order to keep the wheels turning once you start the combo going we use Reds rituals with Desperate Ritual
and Pyretic Ritual
both providing three Red mana on resolution, as well as Manamorphose
which is able to filter excess Red into Blue mana to cast additional draw spells and is itself also a draw spell as well. There are very few non-land permanents in this deck but one which does a major amount of heavy lifting is Goblin Electromancer
which reduces colorless costs of your instants and sorceries to make those mana producing push even further, but as it is a beacon of any creature removal your opponent plays it is often best to wait until you’re ready to go off before committing him to the board. The other non-land permanent we have is a very powerful enchantment Pyromancer Ascension
that once active provides extra copies of your instant and sorcery spells to bring a devastating death to your opponent with vicious alacrity. Our last enabler piece is Past in Flames
which is a boon for this deck in that it provides a means to build up a lethal storm count with access to fewer spells in hand by abusing the graveyard and flashing back previously used spells effectively doubling the amount of spells you can cast. This all builds towards our win condition Grapeshot
which looks at the total amount of spells cast that turn or the Storm Count and makes additional copies of itself with each doing a point of damage to a target creature or player to blast out your opponent in one fell swoop.
Eric J Seltzer
@ejseltzer on Twitter
This is a deck that has been around in Modern since the inception as it was a port from the old Extended. Despite several bans to reduce its effectiveness, namely from Ponder
and Seething Song
which made the deck just a bit too efficient, it still finds a way to produce results. It may never be the top deck of the format but is a solid Combo option and will always be around as long as spells are printed to keep the Combo going off. If you like to kill your opponent out of nowhere then I definitely urge you to give this deck a twirl.