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#1 |
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Everything is I-O-K
Join Date: Aug 2011
Posts: 5,049
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Modern UR Past in Flames Storm Primer In the right shell, Past in Flames is a one-card combo. Cast a bunch of instant and sorcery spells, cast it, cast the same bunch of instant and sorcery spells again, and start winning the game. Guess what shell is the best to abuse this card? UR Storm, which wants to cast a bunch of instant and sorcery spells anyway. Past in Flames is the better half of Yawgmoth’s Will, it’s in the same colour as all the Modern-legal rituals, and it’s not entirely hosed by targeted discard—which makes it an awesome Storm-generating engine. The Core Every good UR Past in Flames Storm deck starts with the core below: 4 Pyretic Ritual 4 Desperate Ritual 4 Seething Song 4 Gitaxian Probe 4 Manamorphose 3 Past in Flames 4 Grapeshot 4 Serum Visions Want to know why the core is the core? Then read below!
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The Backup Dancers Obviously, a 31-card core does not make a deck, and even if you add 18 lands and a fourth Past in Flames, this still leaves you with 10 slots open. What do you fill those slots with? The following should help. Note that you might find the burn spells and other Storm spells in the sideboard instead.
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The Land Selection Being an uber-lean combo deck, this deck cannot afford to play any lands that don’t produce coloured mana. Thus, cards like Ghost Quarter and Tectonic Edge are out. Also, 16+ lands is a must because of consistency issues, but you can go as high as 18 and still get away with it.
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The All-Important Sideboard Face it: you will be playing a lot of Game 2s and Game 3s. And in those games, your opponent will bring in the most brutal hate. They will stop you from casting more than 1 spell a turn, they will stop you from casting your best spells, they will stop you from abusing your graveyard, and more. Even red and green decks can join in on the fun with Mindbreak Trap, Ravenous Trap, Leylines, graveyard hate rocks, Surgical Extraction, and Thorn of Amethyst. Plus, there are some decks we most likely don’t win Game 1 against, such as Bant, Merfolk, RUG Tempo Thresh, UB Tempo, Fae, and maybe Teachings and Counter-Cat Zoo. You best be prepared for those harrowing times with some of the following cards:
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Deck Lists
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After all that, you probably want to smash some faces in with your 20+ spells in a single turn, right? So go ahead and do so! Prepare for tons of hate, stay away from blue-based tempo decks, practice and practice, and you’ll do just fine. Last edited by Lectrys; 01-07-2013 at 02:44 PM. Reason: Updated with Epic Experiment deck list! |
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#2 |
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Archmage Overlord
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This deck honestly looks more susceptible to cards like Tormod's Crypt and Relic of Progenitus but as a Pyromancer's Ascension fan I have to say I am very interested in where this deck goes. So fixing the graveyard target issue, how are you playing around that?
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#3 |
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Rule #18: All generalizations are false.
World Project Leader |
I like the concept of this deck. You draw lots of cards, run through rituals and explode for massive damage when you need to. It reminds me of the TEPS decks from 2008 extended.
A few things that I'd like your opinion as to why they aren't being played. I haven't been able to test the deck, so I'm sure you'll be able to help show me why these cards aren't in your build. Desperate Ravings - 2 mana, draw two cards. Having to discard one isn't a major issue seeing as you are just gonna flash it back soon. Snapcaster Mage - the deck seems to rely on the ability to flashback your bombs. It's not as good as PiF, but if you can't find them, you can still use Tiago to grapeshot for 9 and 11. Squelch - it's a very odd pick, yes. But as was said before, "exile your graveyard" cards ruin this deck. The three that come to mind are Tormod's crypt, relic of progenitus, and nihil spellbomb. This counters all three, as well as splinter twin/kiki's copy abilities, fetchland cracks, and some other stuff. The cantrip is a bonus. Seems like a good SB card. Simian Spirit Guide - if we need one more mana, it's there. Otherwise it can serve as a meat shield to buy us another turn. Probably dilutes the deck but still worth experimenting with. Hope you guys can show me what your reasoning is.
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#4 |
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Everything is I-O-K
Join Date: Aug 2011
Posts: 5,049
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Combating graveyard hate:
Plan A: Echoing Truth/Wipe Away/maybe add Repeal. They can pop the graveyard removal in response, but all they're exiling are Serum Visions, Sleight of Hand, Peer through Depths, and the occasional Gitaxian Probe. Isn't it funny that instant-speed bounce is the solution to all of Storm's problems? Plan B: There's always the Kiln Fiend plan--I knew there was a reason I put it in my sideboard. Card choices: Simian Spirit Guide: Fast mana, yes. Synergy, no. It gets exiled and it's not a spell. Pyretic Ritual is my Rite of Flame sub of choice. Snapcaster Mage: I tried him. I found he just diluted the deck. As a Past in Flames sub, he can't jack up the Storm counts high enough (7 Storm Grapeshot + 9 Storm Grapeshot < 20 damage). He can't be cast with red mana only, and he can't be found with Peer Through Depths. Desperate Ravings: This deck needs all the dig and filtering it can, and discarding stuff, especially cantrips and dig spells, to it is awful. I could still test it, though. Squelch: I'll consider it. It's not all that versatile, though. Telling Time: Rather slow, but it's an option I'm considering. Ideas Unbound: Another option I'm considering, but I don't like the card disadvantage and ![]() mana cost.
Last edited by Lectrys; 09-22-2011 at 10:30 AM. |
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#6 |
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Rule #18: All generalizations are false.
World Project Leader |
Maybe it's me but I don't see how bounce solve the GY hate cards - can't they just retain priority after it resolves to crack it? We can't even wipe away in time to stop it.
As for squelch, I know it's a narrow card. The thing is, there is a narrow subset of effects that screw us over (combos that go off a turn quicker, and cards that exile our graveyard). It's not by any means worth maindeck space, but as a 2-3 of in the board I think it could come in very handy. As far as ideals unbound, I see two things going for it. One, you choose what to discard. This means that if you don't combo out the turn you cast it, you can set things up for the next turn (by keeping PiF in hand as opposed to randomly binning it.) Second is that it's arcane - you can splice desperate ritual on to it, which basically gives you a 13th ritual to play with. I feel it's at least worth testing.
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#7 | |
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Everything is I-O-K
Join Date: Aug 2011
Posts: 5,049
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Quote:
It's sort of like Legacy Dredge and Chain of Vapor--the graveyard hoser's gone for at least one turn, and if it's cracked in response, it ain't exiling much. Ravenous Trap, though...Kiln Fiend plan it is. |
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#8 |
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Archmage Overlord
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,827
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Thoughtseize/Duress/Silence/Pact of Negation/Dispel=No more problems with Ravenous Trap.
Bounce spells/Engineered Explosives/Shattering Spree/Pyroclasm=Solve grave hate and hatebear problems the turn before you go off (or just when it's convenient). My build does not play 1-mana cantrips because they suck on combo turns (they eat your blue mana up. Instead, I run 4 Compulsive Research and 4 Thirst for Knowledge alongside Locket of Yesterdays and my deck power-draws card advantage to not only draw most of my deck on turn 4, but also have the ability to win attrition wars against control decks/fight through discard with +CA. Because I don't play these cantrips, my deck can dig away almost completely unimpeded by Chalice of the Void for 1. In fact, if the metagame is right, I can maindeck Chalice of the Void in my storm deck. To compensate for the lack of Ponder effects, I play 4 Halimar Depths and a good count of fetchlands to manipulate some topdecks, I play Storage Lands and Locket to cut corners on mana costs, and I use Remand/Repeal to Time Walk my opponent and dig deeper for combo parts while filling my yard. I also use Chromatic Star, so I have some emergency cyclers available for the early game and I can put them on the table to 'store' cards in hand when I have 7 cards and miss land drops/have resolved a number of draw spells and still have reasons not to go off. Probably the biggest problem that I have is when someone Thoughtseize-->Extirpates/Cranial Extractions my Grapeshots. I can handily win without my Past in Flames if I build up enough mana. However, if Grapeshot is out of my deck, then I need a crappy alternative like Empty the Warrens or Ignite Memories. I guess Warrens or the man-plan is the way you win through that. I don't really like that, but I haven't figured out anything better, yet.
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#9 | ||||
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Experienced Mage
Join Date: Aug 2011
Posts: 90
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Hey INS can you post your list? I am really interested in building this deck (I even pre-ordered the Past In Flames from SSG) and would like to see some higher level players ideas for it. Here is my current version.
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#10 |
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Ascended Mage
Join Date: May 2009
Posts: 338
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Why not just go the full monty on filling the graveyard with Goblin Lore, Burning Inquiry, and Desperate Ravings? Each is cheap, goes through lots of cards, and can help pull off a huge Past in Flames.
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#11 | |
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Ascended Mage
Join Date: Jul 2011
Posts: 193
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Gonna try this tonight |
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#12 |
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Just Getting Started
Join Date: Apr 2011
Posts: 4
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Hey, dude. I'm so glad to see that there is someone who is also interested in this card. I've bulit a deck which is similar with yours, UR Storm, using past in flames. But there are only two past in flames in my deck, as it's awlful to have two in hand. And i still have swath in my deck because IMO, it is a little difficult to draw too grapeshot, right?
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#13 | |
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Ascended Mage
Join Date: May 2009
Posts: 338
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#14 | |
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Ascended Mage
Join Date: Jul 2011
Posts: 193
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The hard part about playing a single grapeshot and the using flashback is that the Grapeshot has to resolve before the PiF. As they are both sorceries, the PiF wouldn't even count for the storm of the original grapeshot. It would have to be something like this: 8 spells + grapeshot + PiF + flashback grapeshot. As it's really unlikely someone will have PiF, grapeshot, plus 8 other spells in hand, the PiF will probably be played with just 2/3 mana spells, flashback them all plus all the other spells played in the turn and then grapeshot. |
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#15 | |||||
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Ascended Mage
Join Date: Jan 2006
Posts: 403
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Quote:
EDIT: Here's what I'm fooling with now:
It has been quite fast - lot of turn 2/3 kills against my test Zoo deck, where the version with desperate ravings & goblin lore was failing to hit 6 mana in time. But Burning Inquiry seems pretty nasty. Now I just need to test it against a more disruptive opponent.
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_________________________________________ People's Front of 422 Last edited by ravenight; 09-27-2011 at 11:08 AM. |
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