Arena Standard - ELD Standard: Stormfog

36
28
13
3
39
0
28
Combo
Jank
TCGPlayer $241
Cardmarket €188
Cardhoarder 8 Tix
  • Deck contains 3 invalid cards for this format: Wilderness Reclamation (RNA) Growth Spiral (RNA), Wilderness Reclamation (RNA)
Main 70 cards (22 distinct)
Instant, Sorcery, Enchantment, Artifact (39)
$3.74€1.630.02
$1.20€0.860.03
$0.36€0.240.03
$0.52€0.350.02
$0.25€0.080.03
$0.20€0.050.03
$0.20€0.030.03
$0.48€0.370.02
$0.18€0.060.03
$0.95€0.520.02
$0.25€0.230.03
$0.50€0.440.02
Creature (3)
$2.50€1.820.02
$1.49€0.840.02
Land (28)
$11.02€9.650.51
$0.15€0.060.04
$1.00€0.050.03
$0.15€0.090.03
$0.45€0.230.02
$0.49€0.290.02
$14.49€11.930.91
$17.50€15.050.19
Side 15 cards (8 distinct)
$1.49€0.840.02
$9.93€5.940.07
$0.24€0.070.03
$1.20€0.860.03
$0.25€0.190.02
$0.49€0.200.02
$1.39€1.580.02
$1.46€0.740.05

Simulating MTG Arena Best of 1 starting hand
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Description

Basically, this deck is a Temur Reclamation varient that relies on Thousand Year Storm and the new card Escape to the Wilds to deal ridiculous amounts of damage in a single turn. You use Growth Spiral to ramp while Root Snare (and Mission Briefing, which can copy a snare in pinch, giving you effectively 7 ways of fogging) lets you stop aggro until you can stick a Thousand Year Storm.

Once storm is on the field with one or more Wilderness Reclamation, you can use your cheap cantrips to build the storm counter and deal damage. Escape to the Wilds can let you draw an absurd amount of cards with storm, and then play the instants on your end step after your lands have untapped. For example, if you play Shock + Opt + Escape into the Wilds on your main phase, you draw 2 cards and exile the top 15 cards of your library, then play 3 lands; as you almost certainly exiled a Growth Spiral you can play this with the new lands in order to play 4 more lands; then, after your mana untaps, you can play several more cheap spells and finish them off with an Explosion that forces them to draw their entire deck or kills them outright. Even if you can't kill them outright, you will have drawn a Root Snare with Escape to the Wilds and can use this to survive until your next turn, where you can blow the up.

While the deck has 70 cards, you have an enormous amount of draw and 28 lands, which is the equivalent to the standard 40% of a 60 card deck with 24 lands.

The sideboard contains several tools for if you expect to be facing an opponent who has a ton of life or is otherwise difficult to kill. Of note, Narset's Reversal has a really interesting interaction with Thousand Year Storm, where it lets you bounce the "real" copies of all of the spells you have played prior to it back to your hand along with the "real" copy of itself, thus you can go infinite--for example: play an Opt, a Shock, and a Narset's Reversal to scry/draw 1, deal 4 damage, and then copy the non-copy Opt, Shock and reversal with the three copies of reversal created by the storm to return all of them to your hand while their effects remain on the stack (draw/scry 2, deal 6 damage for 4 mana); then play another shock + narset's reversal to deal 16 damage for 3 mana, while returning both spells to your hand; then, after your Wilderness Reclamation triggers, you can keep doing the same thing with each RUU mana while getting an ever greater storm counter (each RUU cycle deals an additional 8 damage over the last cycle), yet never spending actual resources. This isn't in the main deck because it is obscene overkill that doesn't really bring much utility.

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jsager99
Last Updated: 24 Sep 2019
Created: 24 Sep 2019
500 169 0

Enter The Battlefield Prepared

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