Forgot how good (and fun) this deck was till I streamed it earlier (went 3-1 losing to G Tron after turn 2 relic game 2, and game 1 I stumbled while he resolved Karn)
Has anyone had luck with Epic again?
I haven't really played with Epic since the Seething Song ban, where I used it in some janky RUG brew with Channel the Suns. I remember ktkenshinx and Nic-V had been doing some testing with it in the Finkel shell about a month ago, using it place of one Increasing Vengeance and Peer Through Depths.
More recently, Fiszek was playing Epic instead of Ascension, and he seemed pretty happy with it. I'd probably start with that one, myself. I think it's on page 5.
Vs Martyr, side in all your Bolts, maybe Echoing Truth if you suspect RIP/Rule of Law/Relic. This is a good matchup for you; you goldfish faster than them and they lack hate against you. If they're at 30 life, you should still be able to beat them relatively easily if you have an active Ascension.
Vs control, it's a terrible matchup. The best you can do is side in Empty the Warrens, and anti-counterspell measures like Defense Grid, Gigadrowse and Spell Pierce. Don't side out Pyromancer Ascension.
Vs Merfolk, side in Bolts and Echoing Truth. Despite it being a blue deck, it actually has quite few counterspells. The speed at which it can deal damage is a bigger threat than the counterspells it has to break up your combo.
Thanks, that's exactly what I was looking for. The control match up is an annoyance seeing how at my LGS, everyone is trying to make control work.
Just 3-0'd a local Modern tournament tonight. Ended up playing the Storm mirror in 2 of the 3 matches, so it looks like the deck may be picking up speed on the paper front. If so, learning how to sideboard for the mirror may be pretty important. Here's what I did:
Storm:
-4 Gitaxian Probe, -1 Grapeshot
+3 Empty the Warrens, +2 Echoing Truth
I cut the Probes as usual since they're the weakest cantrip, and even though life totals don't matter much in Storm matchups, it doesn't hurt to conserve them. Empties are to try and race them, and Echoing Truth is for their own goblins/Leylines of Sanctity if they're still running those (my opponents were).
That's what I gathered from my matches, anyway. If anyone has any more experience playing against Storm decks, I'd love to hear your suggestions!
Against Junk/Jund post side I always want to not overextend on fast combo. We have time to build combo. Don't afraid to Play Past just to draw some more cards.
I would side out:
2x Pyromancer Ascension - Abrupt Decay and hate post side. We want to keep 2 of them becouse in mid game we can play it and activate in 1 turn, which is nice
1x Goblin Electromancer - A lot of removal forces us to side out 1. It is nice to play goblin and combo but we don't like having more than 1 in hand.
1x Past in Flames - this is very important card, but 2 of them should be enough to draw 1 of them in mid game.
2x Gitaxian Probe - if we want to win in mid game we should have as good cards as possible. This is the worst in noncounter MU.
Side in:
3x Empty the Warrnes - it is very important to have more than 1 win condition post side befouse of Extraction and Slaughter Games. Also we can play around gravehate.
3x Lightning Bolt - we want to kill only Deathrite and Confidant. 6 removals should be enough.
I've been playing this deck quite a bit for the past month to prep for KC(and now I'm not going) but I was curious why people like desperate ravings?
I absolutely hate playing it and losing a card I need, namely Manamorphose, while searching for a goblin/ascension/kill. I see the benefit of being able to activate Ascension with just two ravings but it just seems not good enough unless I'm already winning. I replaced mine with Though Scour because it puts cards in my graveyard giving me more information and is another turn one cantrip.
It's possible I'm just playing this card wrong. How do you play this card correctly?
If pod goes turn 1 seer, t2 melira, is it correct to grapeshot just melira, or do you grapeshot both if able? Or do you just hope they don't have it? This is assuming you can't probe to see if they have finks in hand. Do you just concede the game once they go infinite life?
I've been playing this deck quite a bit for the past month to prep for KC(and now I'm not going) but I was curious why people like desperate ravings?
I absolutely hate playing it and losing a card I need, namely Manamorphose, while searching for a goblin/ascension/kill. I see the benefit of being able to activate Ascension with just two ravings but it just seems not good enough unless I'm already winning. I replaced mine with Though Scour because it puts cards in my graveyard giving me more information and is another turn one cantrip.
It's possible I'm just playing this card wrong. How do you play this card correctly?
If pod goes turn 1 seer, t2 melira, is it correct to grapeshot just melira, or do you grapeshot both if able? Or do you just hope they don't have it? This is assuming you can't probe to see if they have finks in hand. Do you just concede the game once they go infinite life?
Thank you!
I'm not a fan of Desperate Ravings either, and I prefer to run Faithless Looting which costs less and still has the ability to flashback, plus lets you control what you are discarding (usually excess lands or Past in Flames). It doesn't give you any card advantage, but I have found the card selection to be amazing for finding Ascension and getting it online quickly, which is where most of my wins come from.
If Melira Pod gains infinite life, the only way you can really win is if you're running the infinite combo with Noxoius Revival. Otherwise they can just gain a stupid amount of life that you cannot reach. I suppose you could eventually mill them out with copied Thought Scours, but it is extremely likely that they would find Redcap before that and just finish you off.
I've been playing this deck quite a bit for the past month to prep for KC(and now I'm not going) but I was curious why people like desperate ravings?
I absolutely hate playing it and losing a card I need, namely Manamorphose, while searching for a goblin/ascension/kill. I see the benefit of being able to activate Ascension with just two ravings but it just seems not good enough unless I'm already winning. I replaced mine with Though Scour because it puts cards in my graveyard giving me more information and is another turn one cantrip.
It's possible I'm just playing this card wrong. How do you play this card correctly?
If pod goes turn 1 seer, t2 melira, is it correct to grapeshot just melira, or do you grapeshot both if able? Or do you just hope they don't have it? This is assuming you can't probe to see if they have finks in hand. Do you just concede the game once they go infinite life?
Thank you!
The main reason people use Desperate Ravings is that it is the only way to gain hard card advantage in the deck without an active Ascension. Also, it lets you dig when you only have red mana floating, which is surprisingly important. The random discard can be pretty brutal, so I always save my Ravings until I've already cast all the rituals in my hand and have started going off. I'll also occasionally use them if I feel like there's nothing in my hand worth keeping, which makes it better than Faithless Looting since you'll only be losing one card. That all said, I've cut one Desperate Ravings for another Peer Through Depths[/CARD][/CARD] in my build because I like how deep Peer can dig and duplicates help Ascension.
It's also worth noting that because Ravings provides card advantage, it makes mulliganing a little safer.
As for the Pod scenario you've mentioned, I would definitely kill the Melira first, and the Seer second if possible. If they have both out, it's highly likely that they'll be able to drop one of their combos the next turn, and even if they don't have it, it's safer not to take the chance.
As DTrain said, if Melira Pod gains infinite life, there's not much that you can do. Even if you do play it out and manage to keep their creatures off the board, we'd likely mill ourselves with our own engine before they could do the same.
I'm playing this deck for a two weeks now, and I'ld like to know what combo you're speaking about. also what is the build playing Noxius Revival?
The Melira infinite life combo is when they have a Melira, Sylvok Outcast, a Viscera Seer, and a Kitchen Finks. Finks gets sacrificed to Viscera Seer's ability, then Persist activates, bringing it back from the graveyard and gaining the Pod player two life. But Melira prevents -1/-1 counters from being put on the Pod player's creatures, which allows the Finks to be sacrificed and Persisted infinite times, thereby creating infinite life.
As for the Noxious Revival build, the more common one is less Storm-focused and more Pyromancer Ascension-focused. lucashungaro posted this list from Gerry Thompson earlier.
This loop can also create infinite Storm, which is pretty nifty. Eisenkrieger had been testing some more conventional Storm lists with Noxious Revivals, but I'm not sure if he still is. Older Storm lists that ran Gifts Ungiven would often run Revivals as well in order to bring back essential pieces of their Gifts piles, but the banning of Seething Song has made those strategies less attractive. If I were to make a Noxious Revival Storm deck now, it'd probably look like this:
Keep in mind that this was just me spitballing here; the above deck has not been tested or refined in any way. Really, I just cut a Past in Flames and Peer Through Depths from Finkel's list and tweaked the manabase to allow for a splash of Green. I feel that for this archetype to become successful, it would probably have to step away from the standard Storm shell and really focus on getting Revivals consistently. This all just conjecture on my part though. If anyone has any experience with Noxious Revival Storm, their advice would probably be a lot handier than my own.
I'm playing this deck for a two weeks now, and I'ld like to know what combo you're speaking about. also what is the build playing Noxius Revival?
To quote a previous poster in the old thread:
Quote from Zirath »
To loop, you need 1 Manamorphose, 1 Cantrip and 2 Revival. For simplicity, let's assume these are all in your hand, though in reality you only need to have a cantrip and a revival in hand (or just revival including the draw step).
1) Cast Manamorphose, drawing 2.
2) Cast Revival, putting any card and Manamorphose on top.
3) Cast Cantrip, drawing 2 cards, one of which is Manamorphose.
4) Cast Revival, putting Revival and Cantrip on top.
5) Cast Manamorphose, drawing Revival and Cantrip.
6) Cast Revival, putting Revival and Manamorphose on top.
You can repeat this as much as you like until you have a sufficiently large storm. If your cantrip is Preordain or Serum Visions, you can filter your library for Grapeshot. If it's Probe or Ponder, you can pay life (if possible, i.e. no burn) to produce net mana with each loop so you can Revival + Cantrip later to try and find Grapeshot. If it's Manamorphose, congratulations, you have infinite mana.
Obviously we have no Ponder and Preordain any more, but the overall combo remains essentially the same. You never actually gain any cards, so you won't mill yourself, and you can create an infinitely large storm count while potentially filtering through your deck and / or making infinite mana depending on your cantrips. At this point you can kill the opponent with Grapeshot, even a Melira player who has gained infinite life.
If Melira Pod gains infinite life, the only way you can really win is if you're running the infinite combo with Noxoius Revival. Otherwise they can just gain a stupid amount of life that you cannot reach. I suppose you could eventually mill them out with copied Thought Scours, but it is extremely likely that they would find Redcap before that and just finish you off.
Interesting thought. Since I like excel and milling people FTW I did some quick math. It is very possible to do with only 3 Thought Scours main. With 2 active Ascensions it would only take 8 casts of Thought Scour. It gets easer with more active Ascensions but 2 on turn 4/5 seems as realistic as this scenario probably gets. It is not possible without an active ascension and with only one active it takes all the TS, PiF, Veng to mill 48 cards. (EDIT: Realized my math was slightly off as the double copy from Vengeance doesn't get copied)
Getting 2-3 active ascension asap is your only hope once they go infinite life. Thank you for showing me that I shouldn't just concede once they go infinite life! I just need to be careful about wasting TS.
Obviously we have no Ponder and Preordain any more, but the overall combo remains essentially the same. You never actually gain any cards, so you won't mill yourself, and you can create an infinitely large storm count while potentially filtering through your deck and / or making infinite mana depending on your cantrips. At this point you can kill the opponent with Grapeshot, even a Melira player who has gained infinite life.
An infinite-Storm Grapeshot will not kill an infinite-life Melira Pod player if they still have the complete combo because they can gain infinite life again in response to anything from the Storm trigger to the Storm copy that would kill them to the Storm copy that kills Melira. Better drain a Grapeshot or a Bolt first.
Hey there. I just recently finished up building this deck, again, fairly identical to the Finkle list that came up recently. Having a blast learning the deck but I had some SDC questions.
First, is Goblin Lore of any real use in this deck or is there just not room considering it's worse in a lot of ways to Desperate Ravings? I feel like being able to get through 4 cards and still be at a net 1 is neat in itself. Second, does Izzet Charm fit anywhere on the charts main or side?
Hey there. I just recently finished up building this deck, again, fairly identical to the Finkle list that came up recently. Having a blast learning the deck but I had some SDC questions.
First, is Goblin Lore of any real use in this deck or is there just not room considering it's worse in a lot of ways to Desperate Ravings? I feel like being able to get through 4 cards and still be at a net 1 is neat in itself. Second, does Izzet Charm fit anywhere on the charts main or side?
1) Nope. Desperate Ravings is good because you get to use it twice. If you draw 2 Ravings, they can power up PA all by themselves (as long as the second doesn't get discarded to the first). Also, you can cast Ravings early, let it chill in your graveyard for a while, then flash it back during your combo turn for more cards.
2) Again, nope. It's a flexible card, but Increasing Vengeance is even more so. If your opponent tries to counter your spell, you can counter his with Izzet Charm, or use Increasing Vengeance to copy your spell. If you're digging for a ritual with Izzet Charm, Increasing Vengeance skips that altogether by being a copy of one of your rituals. The last mode (2 damage to a creature) can kill small hatebears, but you have Bolts in the SB. Not to mention, those Bolts can be thrown at your opponent's head once you get Ascension active, unlike Izzet Charm.
1) Nope. Desperate Ravings is good because you get to use it twice. If you draw 2 Ravings, they can power up PA all by themselves (as long as the second doesn't get discarded to the first). Also, you can cast Ravings early, let it chill in your graveyard for a while, then flash it back during your combo turn for more cards.
2) Again, nope. It's a flexible card, but Increasing Vengeance is even more so. If your opponent tries to counter your spell, you can counter his with Izzet Charm, or use Increasing Vengeance to copy your spell. If you're digging for a ritual with Izzet Charm, Increasing Vengeance skips that altogether by being a copy of one of your rituals. The last mode (2 damage to a creature) can kill small hatebears, but you have Bolts in the SB. Not to mention, those Bolts can be thrown at your opponent's head once you get Ascension active, unlike Izzet Charm.
Ok, that makes a lot of sense. I already know those plays with ravings but I figured Lore might be good in it's own light too. Always so easy to forget that those charms don't hit players too. Thanks so much for the responses.
Nope, because Pyromancer's Swath triples storm count for just 2R. And yet it doesn't see play.
The only other interaction this card has is with Pyromancer Ascension, to get the second counter on, or a third copy of a spell. I still don't feel it's enough.
So I've been playing around with the Finkel list, and I quite like the maindeck, seems to give me pretty consistent T4 kills.
However, I've tweaked the SB to suit my play style better.
I cut the Leylines, since you either want to play 4 or 0. Two just seems like a weird number. Against discard decks you want to find one in your opener, and 2 doesn't seem to do it consistently enough. I know it's annoying to draw a second one, but the point of it is to have it in your opener, so I rather just cut the thing.
Replaced the 2 grids with more dispels. I love dispels more. Grid comes in against URW and U Tron - U Tron can bounce your grids, and have enough mana anyway. URW is weak to EtW. Dispel I think is just more flexible - it can also randomly hit stuff like gifts ungiven.
So my SB is now like:
3 bolt
3 ET
3 Dispel
3 EtW
3 Shatterstorm (or 2/1 with spree).
It's kind of weird but I ended up winning more SB games than MB games in the GPT I played in.
To me the big difference between swath and the resonator is you can play resinator t2 and leave it with swath you cant just play it and pass and the minus of seething song it is harder to play swath while storming. But what do you guys think about the version playing young pyromancer, empty the Warren's and Bush whacker
Resonator has many interactions in the Young Pyromancer build (double no. of Warrens tokens, extra +1/+0 from kicked Bushwhacker), but none of them solve its crippling weakness to removal. I don't play it any more, and wouldn't play it even with Resonator.
Hey Guys, as I haven't found any word on it on this threat or in the deck creation subforum, I'd like to post a new take on UR Storm that I saw on channelfireball yesterday in Caleb Durward's article, found here:
The deck seems to be pretty consistent while goldfishing, and can kill on turn 4 pretty reliably. Turn 3 kills are possible, assuming the opponent doesn't interact with us.
What do you guys think about the deck?
The best thing about a deck is its ability to change to keep up with the current meta, or even just the local meta that you play in. This deck with Goblin Bushwacker and the new Young Pyromancer while not my direction that I would play modern storm, it does allow me to make a transitional sideboard without messing with the core of the deck too much. I still prefer to have every possible slot going towards Pyromancer's Acension and then winning off of Grapeshot or Lightning Bolt.
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I haven't really played with Epic since the Seething Song ban, where I used it in some janky RUG brew with Channel the Suns. I remember ktkenshinx and Nic-V had been doing some testing with it in the Finkel shell about a month ago, using it place of one Increasing Vengeance and Peer Through Depths.
More recently, Fiszek was playing Epic instead of Ascension, and he seemed pretty happy with it. I'd probably start with that one, myself. I think it's on page 5.
Thanks, that's exactly what I was looking for. The control match up is an annoyance seeing how at my LGS, everyone is trying to make control work.
Storm:
-4 Gitaxian Probe, -1 Grapeshot
+3 Empty the Warrens, +2 Echoing Truth
I cut the Probes as usual since they're the weakest cantrip, and even though life totals don't matter much in Storm matchups, it doesn't hurt to conserve them. Empties are to try and race them, and Echoing Truth is for their own goblins/Leylines of Sanctity if they're still running those (my opponents were).
That's what I gathered from my matches, anyway. If anyone has any more experience playing against Storm decks, I'd love to hear your suggestions!
I would side out:
2x Pyromancer Ascension - Abrupt Decay and hate post side. We want to keep 2 of them becouse in mid game we can play it and activate in 1 turn, which is nice
1x Goblin Electromancer - A lot of removal forces us to side out 1. It is nice to play goblin and combo but we don't like having more than 1 in hand.
1x Past in Flames - this is very important card, but 2 of them should be enough to draw 1 of them in mid game.
2x Gitaxian Probe - if we want to win in mid game we should have as good cards as possible. This is the worst in noncounter MU.
Side in:
3x Empty the Warrnes - it is very important to have more than 1 win condition post side befouse of Extraction and Slaughter Games. Also we can play around gravehate.
3x Lightning Bolt - we want to kill only Deathrite and Confidant. 6 removals should be enough.
I absolutely hate playing it and losing a card I need, namely Manamorphose, while searching for a goblin/ascension/kill. I see the benefit of being able to activate Ascension with just two ravings but it just seems not good enough unless I'm already winning. I replaced mine with Though Scour because it puts cards in my graveyard giving me more information and is another turn one cantrip.
It's possible I'm just playing this card wrong. How do you play this card correctly?
If pod goes turn 1 seer, t2 melira, is it correct to grapeshot just melira, or do you grapeshot both if able? Or do you just hope they don't have it? This is assuming you can't probe to see if they have finks in hand. Do you just concede the game once they go infinite life?
Thank you!
I'm not a fan of Desperate Ravings either, and I prefer to run Faithless Looting which costs less and still has the ability to flashback, plus lets you control what you are discarding (usually excess lands or Past in Flames). It doesn't give you any card advantage, but I have found the card selection to be amazing for finding Ascension and getting it online quickly, which is where most of my wins come from.
If Melira Pod gains infinite life, the only way you can really win is if you're running the infinite combo with Noxoius Revival. Otherwise they can just gain a stupid amount of life that you cannot reach. I suppose you could eventually mill them out with copied Thought Scours, but it is extremely likely that they would find Redcap before that and just finish you off.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
The main reason people use Desperate Ravings is that it is the only way to gain hard card advantage in the deck without an active Ascension. Also, it lets you dig when you only have red mana floating, which is surprisingly important. The random discard can be pretty brutal, so I always save my Ravings until I've already cast all the rituals in my hand and have started going off. I'll also occasionally use them if I feel like there's nothing in my hand worth keeping, which makes it better than Faithless Looting since you'll only be losing one card. That all said, I've cut one Desperate Ravings for another Peer Through Depths[/CARD][/CARD] in my build because I like how deep Peer can dig and duplicates help Ascension.
It's also worth noting that because Ravings provides card advantage, it makes mulliganing a little safer.
As for the Pod scenario you've mentioned, I would definitely kill the Melira first, and the Seer second if possible. If they have both out, it's highly likely that they'll be able to drop one of their combos the next turn, and even if they don't have it, it's safer not to take the chance.
As DTrain said, if Melira Pod gains infinite life, there's not much that you can do. Even if you do play it out and manage to keep their creatures off the board, we'd likely mill ourselves with our own engine before they could do the same.
The Melira infinite life combo is when they have a Melira, Sylvok Outcast, a Viscera Seer, and a Kitchen Finks. Finks gets sacrificed to Viscera Seer's ability, then Persist activates, bringing it back from the graveyard and gaining the Pod player two life. But Melira prevents -1/-1 counters from being put on the Pod player's creatures, which allows the Finks to be sacrificed and Persisted infinite times, thereby creating infinite life.
As for the Noxious Revival build, the more common one is less Storm-focused and more Pyromancer Ascension-focused. lucashungaro posted this list from Gerry Thompson earlier.
3 Island
1 Mountain
3 Misty Rainforest
4 Scalding Tarn
3 Shivan Reef
2 Steam Vents
4 Simian Spirit Guide
Spells
4 Pyromancer Ascension
4 Lightning Bolt
4 Manamorphose
4 Noxious Revival
4 Remand
4 Thought Scour
4 Faithless Looting
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
This deck generally wins by looping Manamorphose and Noxious Revival to create infinite mana, then mills the opponent out with Thought Scour or goes to the face with Lightning Bolt.
This loop can also create infinite Storm, which is pretty nifty. Eisenkrieger had been testing some more conventional Storm lists with Noxious Revivals, but I'm not sure if he still is. Older Storm lists that ran Gifts Ungiven would often run Revivals as well in order to bring back essential pieces of their Gifts piles, but the banning of Seething Song has made those strategies less attractive. If I were to make a Noxious Revival Storm deck now, it'd probably look like this:
1 Breeding Pool
3 Island
2 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Shivan Reef
3 Steam Vents
4 Goblin Electromancer
Spells
3 Desperate Ravings
4 Desperate Ritual
4 Gitaxian Probe
3 Grapeshot
2 Increasing Vengeance
4 Manamorphose
2 Noxious Revival
2 Past in Flames
4 Pyromancer Ascension
4 Pyretic Ritual
4 Serum Visions
4 Sleight of Hand
Keep in mind that this was just me spitballing here; the above deck has not been tested or refined in any way. Really, I just cut a Past in Flames and Peer Through Depths from Finkel's list and tweaked the manabase to allow for a splash of Green. I feel that for this archetype to become successful, it would probably have to step away from the standard Storm shell and really focus on getting Revivals consistently. This all just conjecture on my part though. If anyone has any experience with Noxious Revival Storm, their advice would probably be a lot handier than my own.
To quote a previous poster in the old thread:
Obviously we have no Ponder and Preordain any more, but the overall combo remains essentially the same. You never actually gain any cards, so you won't mill yourself, and you can create an infinitely large storm count while potentially filtering through your deck and / or making infinite mana depending on your cantrips. At this point you can kill the opponent with Grapeshot, even a Melira player who has gained infinite life.
GUB [Retired Primer] The Mimeoplasm BUG
Modern: UR Storm RU
Cube: WUBRG Pauper Cube GRBUW
Credit for the banner goes to DarkNightCavalier at Heroes of the Plane Studios
Interesting thought. Since I like excel and milling people FTW I did some quick math. It is very possible to do with only 3 Thought Scours main. With 2 active Ascensions it would only take 8 casts of Thought Scour. It gets easer with more active Ascensions but 2 on turn 4/5 seems as realistic as this scenario probably gets. It is not possible without an active ascension and with only one active it takes all the TS, PiF, Veng to mill 48 cards. (EDIT: Realized my math was slightly off as the double copy from Vengeance doesn't get copied)
Getting 2-3 active ascension asap is your only hope once they go infinite life. Thank you for showing me that I shouldn't just concede once they go infinite life! I just need to be careful about wasting TS.
An infinite-Storm Grapeshot will not kill an infinite-life Melira Pod player if they still have the complete combo because they can gain infinite life again in response to anything from the Storm trigger to the Storm copy that would kill them to the Storm copy that kills Melira. Better drain a Grapeshot or a Bolt first.
First, is Goblin Lore of any real use in this deck or is there just not room considering it's worse in a lot of ways to Desperate Ravings? I feel like being able to get through 4 cards and still be at a net 1 is neat in itself. Second, does Izzet Charm fit anywhere on the charts main or side?
1) Nope. Desperate Ravings is good because you get to use it twice. If you draw 2 Ravings, they can power up PA all by themselves (as long as the second doesn't get discarded to the first). Also, you can cast Ravings early, let it chill in your graveyard for a while, then flash it back during your combo turn for more cards.
2) Again, nope. It's a flexible card, but Increasing Vengeance is even more so. If your opponent tries to counter your spell, you can counter his with Izzet Charm, or use Increasing Vengeance to copy your spell. If you're digging for a ritual with Izzet Charm, Increasing Vengeance skips that altogether by being a copy of one of your rituals. The last mode (2 damage to a creature) can kill small hatebears, but you have Bolts in the SB. Not to mention, those Bolts can be thrown at your opponent's head once you get Ascension active, unlike Izzet Charm.
| Ad Nauseam
| Infect
Big Johnny.
Ok, that makes a lot of sense. I already know those plays with ravings but I figured Lore might be good in it's own light too. Always so easy to forget that those charms don't hit players too. Thanks so much for the responses.
Strionic Resonator
Artifact - Rare
2, T: Copy target triggered ability you control. You may choose new targets for the copy.
This means we can target the storm trigger to get twice as much bang for our buck. Is it worth including?
The only other interaction this card has is with Pyromancer Ascension, to get the second counter on, or a third copy of a spell. I still don't feel it's enough.
| Ad Nauseam
| Infect
Big Johnny.
However, I've tweaked the SB to suit my play style better.
I cut the Leylines, since you either want to play 4 or 0. Two just seems like a weird number. Against discard decks you want to find one in your opener, and 2 doesn't seem to do it consistently enough. I know it's annoying to draw a second one, but the point of it is to have it in your opener, so I rather just cut the thing.
Replaced the 2 grids with more dispels. I love dispels more. Grid comes in against URW and U Tron - U Tron can bounce your grids, and have enough mana anyway. URW is weak to EtW. Dispel I think is just more flexible - it can also randomly hit stuff like gifts ungiven.
So my SB is now like:
3 bolt
3 ET
3 Dispel
3 EtW
3 Shatterstorm (or 2/1 with spree).
It's kind of weird but I ended up winning more SB games than MB games in the GPT I played in.
Resonator has many interactions in the Young Pyromancer build (double no. of Warrens tokens, extra +1/+0 from kicked Bushwhacker), but none of them solve its crippling weakness to removal. I don't play it any more, and wouldn't play it even with Resonator.
| Ad Nauseam
| Infect
Big Johnny.
The best thing about a deck is its ability to change to keep up with the current meta, or even just the local meta that you play in. This deck with Goblin Bushwacker and the new Young Pyromancer while not my direction that I would play modern storm, it does allow me to make a transitional sideboard without messing with the core of the deck too much. I still prefer to have every possible slot going towards Pyromancer's Acension and then winning off of Grapeshot or Lightning Bolt.