thousand year storm combo

Published by on November 13, 2020

You are a huge favorite game one, but postboard they could bring anything especially if they are Sultai. Thousand Year Storm's combo is fun. 45. Remember to use 《Expansion》 on their burn spell to kill their creatures if you don’t draw enough removal. The combo starts with having Ral, Storm Conduit on the field. Lots of lists I've seen have cut [[Aetherflux Reservoir]] and [[Doomsday]] packages in favor of [[Bonus Round]] and TYS. So what you are looking for in your deck is a high density of cheap removal and a gameplan that dodges most of the generic answers while going over the top in powerlevel to the single powerful cards of the slower strategies. They have removal for your enchantments, so it’s usually better to play more of a controlgame and either with Reclamation. We have a faster goldfish and more redundancy, since we essentially have a second combo on top of the first so we tend to be favored. Most of you will know my affection for combo decks and when a card is named 《Thousand-Year Storm》 it doesn’t take much to convince me to try it out: This is my answer for the format as it stands. This site © 2020 TappedOut.net, LLC Contact | 《Opt》 and 《Radical Idea》 are selfexplanatory I think, with 《Opt》 being the best cantrip by far and 《Radical Idea》 being a cheap way to dig early or late while also leaving you with gas for the combo or even providing mulitple spells during the combo out of one card if you draw too many lands. Play Doublecast and then play Expansion on Doublecast while it is still on the stack, the Expansion will then be copied and you can target the other Expansion with the copied Expansion and keep targeting Expansion to infinitely copy the spells. This deck provides a great mix of interaction, and raw burst power. For best of one, it’s pretty straight forward. Archived. Outside of a few possible copies of 《Assassin’s Trophy》 their main way to interact is through Planeswalkers, either 《Vraska, Relic Seeker》 or 《Vivien Reid》. In the maindeck they tend to have around 3 《Mortify》, 4 《Thought Erasure》 and around 5 counterspells, while the rest of their cards are pretty much irrelevant. With MTG Arena introducing a dichotomy with best of 1 and best of 3 giving birth to entirely different metagames and even banlists there are obviously still decks rising to the top of the metagame, but I’m not here to give you the newest sideboard guide for the last iteration of Esper Control or the like. Killing someone with 《Expansion/Explosion》 is a good lategame plan, but it doesn’t exactly race a deck attacking you with 1-drops. Articles and comments are user-submitted and do not represent official endorsements of this site. Which is huge in letting you keep going. Privacy statement | Close. The icing on the cake is, of course, the incredible art. Esper or Sultai. Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. 《Niv-Mizzet, Parun》 isn’t great against them, but 《Murmuring Mystic》 can be hard for them to deal with. The copies resolve before the original spell. Their pressure is very limited so you can take your time and play around their sorcery speed enchantment removal. Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. I used this deck in a Bronze to Mythic run exclusively alternating Bo1 and Bo3 to a 87% winrate and it is a blast to play, but let’s break it down to how and why it works: First, you can play a lot of interaction (7 cheap removal spells and 4 《Expansion》 which work to “counter” opposite counterspells) even though you are at heart a linear combo deck, because those cards are actually good in your combo as well, so they play double duty. 《Expansion/Explosion》 is especially great, since it is one of the best cards during your combo turn (doubling up on anything that you are short on, be that mana, cards or damage) but it can also let you win counterfights as mentioned, or even just let you play a controlstyle game until you find your combo by killing something and drawing you a couple of cards. This site is unaffiliated. His construction was taken up by official coverage. They only have very limited interaction, especially in game one. Sometimes they splash green for 《Cindervines》 which we hedge against anyway with our sideboard plan. Will add more fetches when … DMCA requests | I’ll walk you through a good draw I had yesterday as an example first: I have never not immediately won the game when untapping with 《TYS》, and a decent amount of the time you can even win in the same turn you play it with either a couple of mana leftover or a 《Wilderness Reclamation》 in play. Nexus is more of a straight up race. And you have so many threats and so many ways to find them. Standard has been fun lately, with good mana making multicolor decks of all kinds viable as well as mono colored decks being very strong. Postboard games are very interesting though and both players will be jockeying for position a lot. After board they tend to just bring in some more of the same as well as possibly 《Unmoored Ego》. The Temur deck has some more interaction, but a slower clock. Combo Category Reviewed Thousand-Year Storm + Wizard's Lightning: None None Terms of Use | Best of three is obviously more complicated. All in all, we played five matches and won four, giving us an 80% match win percentage, along with winning eight of 13 games, putting our game win percentage at 61%, making Thousand-Year Storm very good for an Against the Odds deck. Thousand-Year Storm’s ability will copy any instant or sorcery spell, not just one with targets. The power level is high and it doesn’t feel solved. 10/5/2018: Copies are created even if the spell that caused Thousand-Year Storm’s ability to trigger has been countered by the time that ability resolves. To answer this we diversify our threats as well as bringing in more cheap ways to fight on the stack: They don’t really change after board, since they can’t interact and they are already as fast as they can usually which is all that matters from their side. Mono Red, or pack single, powerful cards and generic answers, i.e. Updated Oct 19, 2018 by rossmillera using our MTG Deck Builder. One of the strategies that does a good job of going over the top of the midrange and control decks is 《Wilderness Reclamation》, especially the Temur (Blue-Red-Green) variant, since that even has a good sideboard. I’m here to show you the more unexplored side of the format. Take these in-out guides with a grain of salt, as I tend to sideboard very dynamically depending on cards I see, playstyle and cards they saw.

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