The main win-con of the deck are stormwing entity, invade the city and experimental overload
most of the time you want to play shockland tapped T1, fortell dual strike T2 then try to play somewhat control until T5 when you cast dual strike + Collected conjuring
Sorceries + Instants
Collected Conjuring is the salt of the deck, because we are running ~20 sorceries (with CMC<4) you will most of the time be able to cast two sorceries or more. Most games you can cast a total of 6 CoCon (including copies) which will make the bottom of you library full of lands and/or dead cards. Using dual strike + CoCon puts your storm count to 6 which often wins the game outright if you hit a storm payoff. You might not always hit the cards you need (i.e. crush the weak on empty board) but it will pump graveyard which makes crash the city better and experimental overload too
Thousand-Year Storm is a nice card for grindier games where you need to topdeck a strong finisher, but most of the time dual strike + collected conjuring is enough to build huge advantage. It is also a nice card to put on the bottom of the library if you mulligan (the BO1 shuffler makes sure you get one copy of thousand year storm most of the time). You could honestly run 2x of those.
See the Truth allows you to draw 3 cards when played with collected conjuring so you can build card advantage, you'll often want to take see the truth after casting collected conjuring. It is also quite nice because it doesn't put cards in the graveyard like Strategic Planning so you can fetch them with CoCon
Crush the Weak can be played as a nice boardwipe, you can also foretell it to play T3 stormwing entity (for R + 1U), if you are manascrewed you can hold on to crush the weak + dual strike for a very potent boardwipe.
Dual Strike gives much value with see the truth, roil eruption and crush the weak. Most of the time you want to keep it for Collected conjuring so you can fetch 4 sorcery cards. It also adds 1 to your storm count for just R, it can build some nice finisher on T7 after casting thousand-year storm. You could run 3 copies instead of 4, I think it justs makes your hands slower but more flexible
Roil Eruption is a nice storm payoff that can win the game on it's own when played with collected conjuring : if thousands year storm is in play, CoCon + another spell + roil eruption is 12 damage and dual strike + CoCon can often copy roil eruption 5-6 times. The kicker mecanic is useless for this deck, by the time you have 7 mana you want to do something more meanigful than 5 dmg
Pillar of Flame has the same use than roil eruption, it was much needed in the deck because there isn't any T1 play. It can be used T3 to cast stormwing entity early and scry 2 to search for collected company. As a 1 mana spell it can also add 1 to your storm count or be a storm finisher.
Experimental Overload this seems like a bad pick for this deck because you can't cast it with CoCon, it is extremely useful to get back CoCon or see the truth if you need to draw. It is also a nice finisher if you can copy it with dual strike or thousand-year storm.
Beacon Bolt is a card that's mostly used when everything went wrong with the combo and the opponent managed to build a good board. Most of the time you can have 5-6 damage on turn 5 with beacon bolt and can cast it again from GY. It is a good way to shut down some very resistant threats but can't target planeswalkers. This is the easiest card to get rid of if you have another card to add in the deck
Thundering Rebuke a card that was present in a previous version of the deck, I switched it for roil eruption because it can't target players so it can't win the game. In the future I may add it back when we have the storm spells in historic. Very good value for 1R and can target planeswalkers
Crash the city is one of our win-cons, it is often a weird card in our opening hands because casting it before hitting Collected conjuring is near useless. After hitting dual strike + collected conjuring it can produce a 10/10 zombie token for three mana. when you fetch it with conjuring don't forget to cast it first so that the second spell you cast can hit the graveyard before resolving crash the city
The deck runs nearly no permanent which makes control useless before they can hit a finisher (Dream Trawler is hard to play against, Shark Typhoon is somewhat manageable but still awful)
It also is quite good against ugin ramp because the only thing they can meaningfully exile is thousand year storm but that makes ugin killable by roil eruption.
Creatures
Stormwing Entity is swappable with enigma drake or sprite dragon, cackling drake is a bit too expensive.
Enigma Drake and Crackling Drake are good because they can become very large creatures during longer games, they both die to 2x crush the weak. Crackling drake considers gy+exile so it's better against graveyard hate
Sprite Dragon is good but the 2 drop spot is full (even more with foretelling), it is resistant to Heartless Act and has haste which makes it very good.
Stormwing Entity is even better because of the scry which makes it powerful with good hands and bad hands. Overall it's useful in a variety of situation and my personnal favorite of all "prowess creature" choices
Manabase
I found Mystic Sanctuary very hard to put untapped so i decided to remove it.
I like the scry from Temple of Epiphany to get a land, a dual strike or a CoCon
Steam Vents is very nice on T1, no card in this deck is hard to cast (except dual strike from hand and cackling drake if included) so a 10 montains/10 islands manabase is fine
We run 22 lands so we have a better chance of hitting a good Collected conjuring
Possible cards
you can use Umara Mystic / Wee Dragonauts you can play these if you want to rely more on creatures. tought leaning towards more creatures makes Collected conjuring less reliable.
Same goes for Kaza, Roil Chaser and Aegar, the Freezing Flame. if you do take Aegar you could replace see the truth by Glimpse of the Cosmos and roil eruption by Squash (but then why not play RU giants ? :p )
Goblin Electromancer is quite nice, it doesn't change the CMC of spells so you can't cast more with CoCon but still you could combo on T4 instead of T5.
Firemind's Research is a nice replacement for Thousand year storm, it makes the deck lean more towards RU burn than storm combo but it could work (though it's a 2 drop again)
You can run Aetherflux Reservoir instead of thousand year storm, this makes the deck somewhat better by giving a good option to play T4 on ramp (then T5 dual strike+CoCon). The lifegain is also very good in virtually every matchups. I don't have any wc to craft it so I didn't test this version
This deck is gonna be x10 better with the release of Strixhaven and i'm excited :p
Magecraft is going to be insane. Grapeshot will replace roil eruption so we can put thundering rebuke back in the deck (even though rip 2 drop spot is cramped)
1 comments
Creature (4) | |||
---|---|---|---|
$0.40€0.340.02 | |||
Instant, Sorcery, Enchantment, Artifact (34) | |||
$0.24€0.120.03 | |||
$0.25€0.130.03 | |||
$0.19€0.110.03 | |||
$1.74 | |||
$0.25€0.170.03 | |||
$0.30€0.160.02 | |||
$4.04€1.950.02 | |||
$0.25€0.150.03 | |||
$0.20€0.18 | |||
$0.15€0.070.03 | |||
Land (22) | |||
$12.93€11.940.96 | |||
9
Mountain
|
$0.990.03 | ||
9
Island
|
$0.840.03 | ||
$0.39€0.200.02 |
Please log in to be able to store your favorite decks for easy access under My Decks in the main menu.
25 | 16 | 16 | 3 | 0 |
---|---|---|---|---|
0 | 0 | 0 | 0 | 0 |