VibeBox
Contributor
I only recently started supporting Storm as an Archetype in my own Cube, but in that time I've already been asked multiple times about the hows and whys of the Storm package. So I thought I'd start our series of Archetype Primers with this unique topic.
There are three basic components to drafting a Storm deck, and thus three categories the savvy Cube designer must provide the players if he or she wishes to support Storm. We'll start with the finishers.
Finishers
Brain Freeze
Tendrils of Agony
Mind's Desire
Empty the Warrens
Temporal Fissure
Storm Entity
Grapeshot
These are listed in order of power, and the first four on the list I am very certain of. These are the spells that you're building around, and the easiest ways these decks are going to have to finish a game.
Obviously this plan is all about the storm count so that leads us quickly to the enablers and how we're going to play so many spells in one turn.
Enablers
Yawgmoth's Will
Dream Halls
Lotus Petal
Chrome Mox
Mox Diamond
Past in Flames
Time Spiral
Timetwister
Wheel of Fortune
Memory Jar
Reforge the Soul
Magus of the Jar
Frantic Search
Turnabout
Gitaxian Probe
Force of Will
Treachery
Pact of Negation
Gush
Slaughter Pact
Dark Ritual
Cabal Ritual
Seething Song
Manamorphose
Lotus Bloom
Culling the Weak
Infernal Plunge
Cabal Therapy
Desperate Ritual
Pyretic Ritual
Priest of Gix
Priest of Urabrask
Snap
Nightscape Familiar
A combination of free spells, "draw 7s", and rituals are imperative to creating the kind of tempo required on the critical turn to swell your storm count. Some of the spells lower on the list are pretty questionable, but I wanted to include as much as I could for those with larger Cubes.
Supporting Cast
Ancestral Visions
Ideas Unbound
Necropotence
Vampiric Tutor
Mystical Tutor
Personal Tutor
Merchant Scroll
Gamble
Demonic Tutor
Imperial Seal
Grim Tutor
Grim Monolith
Coalition Relic
Gilded Lotus
Basalt Monolith
Thran Dynamo
Mirari's Wake
Worn Powerstone
Palladium Myr
Coldsteel Heart
Preordain
Serum Visions
Future Sight
Sensei's Divining Top
Helm of Awakening
Tidings
Snapcaster Mage
Mana is once again extremely important. While rituals are preferable because they boost the storm count on the turn they are used, but mana artifacts will still help you greatly in casting the critical mass of spells, and must be valued highly. These are only the top notch options, but any kind of mana artifacts available are of use.
Tutors are crucial to this archetype because there are so few finishers. The ability to have two virtual copies of your brain freeze is a huge boon to a storm deck.
Card draw is also important because you'll be burning cards like mad when the time comes and (hopefully) making mana. While best cast off of a Dream Halls to fuel itself, any card draw will do, and the various Ponder-like effects are efficient enough to be worth their storm count and card slot.
Hybrids
Storm decks will often be hybrids of storm and another archetypes. The fixation on mana and explosiveness makes Storm/Ramp an enticing option since their top end spells are often game ending no matter how you get them into play. This is one reason that Coalition Relic and Gilded Lotus are so good. Whether you're casting Elesh Norn or Griselbrand they'll make it happen.
The Show and Tell / Eureka plan is also possible, and both plans value tutors very highly and are equally happy to pick up things like dream halls.
Tinker is still probably the easiest combo to integrate since you'll often have the appropriate artifact count from manafacts, and tutors to enable.
This is just a preliminary version of this primer, and I look forwarder to input from the rest of you about cards and tactics I may have forgotten or not been familiar with.
There are three basic components to drafting a Storm deck, and thus three categories the savvy Cube designer must provide the players if he or she wishes to support Storm. We'll start with the finishers.
Finishers
Brain Freeze
Tendrils of Agony
Mind's Desire
Empty the Warrens
Temporal Fissure
Storm Entity
Grapeshot
These are listed in order of power, and the first four on the list I am very certain of. These are the spells that you're building around, and the easiest ways these decks are going to have to finish a game.
Obviously this plan is all about the storm count so that leads us quickly to the enablers and how we're going to play so many spells in one turn.
Enablers
Yawgmoth's Will
Dream Halls
Lotus Petal
Chrome Mox
Mox Diamond
Past in Flames
Time Spiral
Timetwister
Wheel of Fortune
Memory Jar
Reforge the Soul
Magus of the Jar
Frantic Search
Turnabout
Gitaxian Probe
Force of Will
Treachery
Pact of Negation
Gush
Slaughter Pact
Dark Ritual
Cabal Ritual
Seething Song
Manamorphose
Lotus Bloom
Culling the Weak
Infernal Plunge
Cabal Therapy
Desperate Ritual
Pyretic Ritual
Priest of Gix
Priest of Urabrask
Snap
Nightscape Familiar
A combination of free spells, "draw 7s", and rituals are imperative to creating the kind of tempo required on the critical turn to swell your storm count. Some of the spells lower on the list are pretty questionable, but I wanted to include as much as I could for those with larger Cubes.
Supporting Cast
Ancestral Visions
Ideas Unbound
Necropotence
Vampiric Tutor
Mystical Tutor
Personal Tutor
Merchant Scroll
Gamble
Demonic Tutor
Imperial Seal
Grim Tutor
Grim Monolith
Coalition Relic
Gilded Lotus
Basalt Monolith
Thran Dynamo
Mirari's Wake
Worn Powerstone
Palladium Myr
Coldsteel Heart
Preordain
Serum Visions
Future Sight
Sensei's Divining Top
Helm of Awakening
Tidings
Snapcaster Mage
Mana is once again extremely important. While rituals are preferable because they boost the storm count on the turn they are used, but mana artifacts will still help you greatly in casting the critical mass of spells, and must be valued highly. These are only the top notch options, but any kind of mana artifacts available are of use.
Tutors are crucial to this archetype because there are so few finishers. The ability to have two virtual copies of your brain freeze is a huge boon to a storm deck.
Card draw is also important because you'll be burning cards like mad when the time comes and (hopefully) making mana. While best cast off of a Dream Halls to fuel itself, any card draw will do, and the various Ponder-like effects are efficient enough to be worth their storm count and card slot.
Hybrids
Storm decks will often be hybrids of storm and another archetypes. The fixation on mana and explosiveness makes Storm/Ramp an enticing option since their top end spells are often game ending no matter how you get them into play. This is one reason that Coalition Relic and Gilded Lotus are so good. Whether you're casting Elesh Norn or Griselbrand they'll make it happen.
The Show and Tell / Eureka plan is also possible, and both plans value tutors very highly and are equally happy to pick up things like dream halls.
Tinker is still probably the easiest combo to integrate since you'll often have the appropriate artifact count from manafacts, and tutors to enable.
This is just a preliminary version of this primer, and I look forwarder to input from the rest of you about cards and tactics I may have forgotten or not been familiar with.