

Less common options are Pact of Negation, Force of Negation and Disdainful Stroke.īounce Spells – Cards that remove permanent-based hate. Common cards in this category include: Remand, Negate, Spell Pierce, Mystical Dispute, Flusterstorm, Swan Song and Dispel. Permission/Counter Magic – Counter spells that can both help aid and protect our combo.

Most common cards include: Gifts Ungiven, Past in Flames, Pieces of the Puzzle, Fact or Fiction, Aria of Flame and Pyromancer Ascension. More uncommon options are: Precognition Field, Search for Azcanta, Pyromancer’s Swath, Harness the Storm, Epic Experiment, Treasure Map, Drawn from Dreams and The Mirari Conjecture. A more uncommon option is Ignite Memories.Įngines – Cards that provide Storm advantages for playing cantrips and rituals. Most common cards include: Grapeshot, Empty the Warrens, and Aria of Flame.

Win Conditions – Cards that allow Storm to actually or effectively win the game. Most common cards include: Pyretic Ritual, Desperate Ritual, Manamorphose. Another more uncommon option is Simian Spirit Guide. Rituals – Cards in this category refer spells that add mana to our mana pool. Another more uncommon option is Primal Amulet. Most common cards include Baral, Chief of Compliance and Goblin Electromancer. Mana Bears – Mana bears refer to cards that decrease the cost of our spells. Cantrips that have seen play in Storm include: Serum Visions, Sleight of Hand, Opt, Thought Scour, Peek, Quicken, Desperate Ravings, Manamorphose, Strategic Planning, Take Inventory, Peer Through Depths, Anticipate, Think Twice, Scour All Possibilities, Everdream, etc. Thanks to Caleb and Janus for your work on the deck! Sideboard Guide – Caleb Scherer Printable Sideboard Guide – Janus KrojgardĬantrips – A cantrip is a card that replaces itself by drawing another card. The second is from Janus Krojgard, a member of the Storm community Facebook page who plays a lot of Storm on MTGO. The first is from the blog of Caleb Scherer, fixture on the Star City Games Tour and a large proponent of Storm. As such, each matchup section will have some general thoughts on what cards aren’t as effective, what you expect the opponent to bring in as far as hate and how the matchup tends to play out.įor those who want specific ins and outs for each matchup, below are two guides to help. Just because you disagree with a suggestion made on this page does not mean you’re wrong! There are different builds of Storm out there and a multitude of cards you can choose to battle with in any given 75. A better way to sideboard is think about the role you want to play and the deck plays in each matchup and what cards do and don’t fit that role.įurther, I’m a firm believer that you can sideboard differently in matchups than others and still be correct, depending on how you see the matchup playing out. I believe one way to improve your piloting of Storm is not to think about sideboarding as cutting A, B, C and bringing in X, Y, Z. Welcome to the section about matchups and sideboarding with Storm in Modern! This page is dedicated to role assessment against all the different archetypes Modern can throw at you as well as discussing some sideboard strategies.īefore we go any further, I’d like to discuss what this page is not – a guide for exactly what cards to cut and exactly what cards to bring in postboard.
