I did play in one preprelease flight this weekend and went a mediocre 3-3. I started off 3-1, but I mulligained every game in rounds 5 and 6. I wasn't especially salty because my pool was very mediocre, I was just bummed that most of my rares were bad.
So, I had actually come up with this one a couple weeks ago and now for your viewing pleasure:
"Through the Storm" (modern)
4 Possibility Storm
4 Gitaxian Probe
4 Manamorphose
4 Desparate Ritual
4 Pyretic Ritual
1 Norin the Wary
4 Tormenting Voice
4 Simian Spirit Guide
4 Faithless Looting
4 Through the Breach
4 Emrakul, the Aeons Torn
4 Time of Need
4 Gitaxian Probe
4 Manamorphose
4 Desparate Ritual
4 Pyretic Ritual
1 Norin the Wary
4 Tormenting Voice
4 Simian Spirit Guide
4 Faithless Looting
4 Through the Breach
4 Emrakul, the Aeons Torn
4 Time of Need
10 Mountain
4 Wooded Foothills
1 Stomping Grounds
1 Stomping Grounds
I would play less lands if I could, but I doubt I can get away with it. I originally wasn't going to play Simian Spirit Guide and was running Wild Guess (redundant Tormenting Voice), which is nice for seeing the right cards consistently.
So, you have two modes of victory: the most obvious is to play Through the Breach and crash through with Emrakul. 15 damage is usually almost lethal in modern and your opponent having to sacrifice 6 permanents will give you enough time to redo the effect.
The actual cool way to win is with Possibility Storm. If you play Norwin the Wary with Possibility Storm out, Norwin will exile and you will flip over an Emrakul (as the only other creature in your deck) and actually get to cast it! The extra turn almost assures your victory. Also, Possibility Storm will make it difficult for your opponent to respond, should it resolve.
The rest of the deck is mostly air. SSG, Pyretic Ritual and Desperate Ritual are just mana acceleration to get to 5. Faithless Looting and Tormenting Voice are just ways to see more cards / get Emrakul out of your hand. Gitaxian Probe and Manamorphose just cycle to get you a card deeper, but are potentially useful (probe lets you know if the coast if clear, manamorphose can give you the green for time of need)
What I think was a particularly neat card was Time of Need. This can let you get a Norwin if you're going the Possibility Storm route or you can dig up an Emrakul for through the breach.
I'm not entirely sure if this version is better than the R/B version with Griselbrand and Vengeance of the Goryo, but at least this one isn't susceptible to graveyard hate. That would be interesting to splash a little green in that version for Time of Need. I think that it's a great card that the deck has really be needing. I'll show myself out.
No comments:
Post a Comment