The adding of a second combo is awesome and the way that Squadron Hawk helps. The thing that I'm wondering about is if we can add Noxious Revival to help if one of our combo pieces gets answered. It can be worth recycling a polymorph
I thought this was too cool to let this thread die. Despite creating some awkward deck requirements, the basic engine is so robust that I think it's worth it.
I've been messing around on Cockatrice with the following version:
This list forgoes Through the Breach/Polymorph to add the Teferi lock, as well as the Enter the Infinite combo. I didn't like Polymorph very much as it seemed really easy to disrupt and consumed your single Thopter, and it also interfered with the Infinite combo. TtB got the axe only because I wanted to make the deck more controlling, and it eats up a lot of slots (since adding TtB requires having more Emmas). I might end up switching back though, since, as an instant, it wouldn't harm the tertiary win condition.
I also tossed in the two Conclaves as a way to win under Possibility Storm if all else fails. It gets in the way of the mana, but this version is such that while it can go off on turn 4, it can also fight a more drawn out battle with burn/counters and go off when appropriate, and hence isn't punished as badly.
Your list seems too cluttered with different win cons. I get that they are all outs to different situations, but I really feel like the 3 tutors and one win con is a good way to go. I wouldn't hate play Teferi myself, though. Teferi has always seemed like a great card against several decks, and a lock is a great way to deal with lists that pack a ton of enchantment removal (Melira).
To my understanding, Pod can bypass Possibility Storm, correct?
Storm triggers off the cast (that way it'll even fire off countered spells), but Pod puts things into the battlefield which is an entirely different action.
Enter the Infinite does dilute things a bit, but I feel like this deck is extremely soft to extraction effects since we only have the one Thopter, so I wanted another unrelated win condition. It might get cut though, since it really restricts your spell diversity options by nixing MD sorceries.
Manlands seem non-negotiable though, as they let you win underneath Storm without needing your combo. Unfortunately UR has no dedicated manland, but Teferi just seems too good to pass up against a variety of decks.
Yeah, Teferi is just balls crazy against UWR 'anything', and I think it can block Pod tutoring for a Sliver or a Pridemage, but I'm not exactly sure about that, so don't quote me on it (looking into it, I don't think it does. That's a shame.). Not to mention Teferi completely slows down anything Gifts or Teachings based, which I feel is a much needed natural defense against.
I feel like we still have a problem with things like Infect and Bogles, I'm not so sure we can stabilize and break off the pressure and still comfortably combo out on turn 4-5. (We can play some bounce spells, but then I'll have to think about what we have to cut...)
I feel like with the 3 different tutors, manlands aren't exactly needed, but I do like the idea of popping the Storm off early to stop pressure and then naturally draw into a manland. But then again, Breaching for an Emrakul sounds solid too.
I need to start testing this deck again, I've been too busy with mono-black Tron and Glittering Wish Shenanigans.
I'm tinkering around with it, but the metagame is really bringing me down. Thoughtseize can really mess up your hands, and Affinity is a bit too fast for what we are trying to do.
On the plus side, Commune with the Gods is ridiculously good in this deck. It digs for Storm, Emrakul, and/or our lone Rhys/Thopter. And it's only two mana, so it fits perfectly into our curve. Anger of the Gods is also quite solid for us because it clears away all those obnoxious persist creatures in the Pod matchup (plus Voice) which can win the game even after we resolve a TfB into Emrakul.
Seeing as how I nominated this deck for Feature status, I figured I'd revive it.
I wonder if this couldn't make good use out of Mana Seism. It has the capacity to power out a Turn 4 Emrakul without needing further rituals if your land base is consistent enough to produce RRR. It's a heck of a lot riskier, since getting it or Storm countered means we're dead in the water, and we also can't protect ourselves with Pact of Negation, but the ability to race Twin is incredibly tempting.
Another ramp option is to run classing green land-ramp, given how practical Commune with the Gods is in this deck. Alternatively, we could run Enchantment ramp akin to Utopia Sprawl and the like with Nykthos, Shrine to Nyx as a back-up, allowing us to hard cast Emrakul in more than one way. Losing blue control and filtering would hurt, but running full green would also give us access to better manlands, and (in my opinion) better sideboard options.
This is the list I've been using to pretty good results at local modern FNMs. It still loses pretty hard to discard, but jund is seeing less and less play, at least where I go, and it's helping the deck a lot. Three turn 4 hasted Blightsteels is a lot for most decks to deal with. Another note is that you probably want Scalding Tarns if your meta has a lot of Blood Moon.
This is the list I've been using to pretty good results at local modern FNMs. It still loses pretty hard to discard, but jund is seeing less and less play, at least where I go, and it's helping the deck a lot. Three turn 4 hasted Blightsteels is a lot for most decks to deal with. Another note is that you probably want Scalding Tarns if your meta has a lot of Blood Moon.
Why are you running so many different win-cons? Wouldn't it make more sense to focus on just 1 of them?
I do focus on one: Gitaxian Probe. The Omniscience and Mass Hysteria are for the same wincon. There's more tutoring for the Gitaxian Probe than anything else, and the other things are just there for free extra redundancy. Darksteel Relic can get a Blightsteel in a pinch, and the Spirit Guides don't interfere with it. Tolaria West was basically a free slot, but I didn't want too many because I don't really want tapped lands.
I think the line goes as follows:
Probe storms into Enter the Infinite, and you leave Omniscience on top. After you draw your deck, you use Spirit Guide mana to cast Mass Hysteria, which storms into Omniscience, letting you cast all your Blightsteels.
The lack of haste here is odd though, since this makes you lose on your draw step due to an empty deck, which is before your Blightsteels attack... am I missing something?
Not sure if it's any better than the Lightning Storm version though, or if either are better than Emrakul-Thopter. The beauty of the Emrakul version is how little you sacrifice to get it going.
The lack of haste here is odd though, since this makes you lose on your draw step due to an empty deck, which is before your Blightsteels attack... am I missing something?
The lack of haste here is odd though, since this makes you lose on your draw step due to an empty deck, which is before your Blightsteels attack... am I missing something?
But there's only one, which you give up in order to storm Omniscience so that you can cast the Blightsteels in the first place...
There isn't even a second Spirit Guide whose mana you could use to cast it on the same turn if you happened to retrieve it.
So far, the "best" version of the deck that I have tested is the one that uses 1 creature, 4 Emrakul, and 4 Through the Breach. TfB gives you an alternate win condition that you can often use on turn 4, depending on whether or not you are using acceleration of some kind. That said, the question is still up in the air as to what package of creatures is best for the deck. Here is what I have tried so far in one form or another.
Ornithopter + Tolaria West
Thopter fetches the Emrakul, but using Thopter means you can't use Pentad Prism or Lotus Bloom as acceleration. Thopter is nice because you can cast it on the same turn as Storm. The disadvantage of Thopter is that TW is not a very strong tutor or even card to use.
Squadron Hawk
The advantage of Hawk was that you can run 4 in your deck, which greatly increases your chances of finding the combo. The disadvantage is that you can't cast Hawk on the same turn you play Storm (at least, not on turn 4 or 5). Waiting a turn is pretty dangerous in this format. Making matters worse, Hawk forces you to run white and that's not really a color I like in this deck.
Rhys the Redeemed
You still need 6 mana to cast Storm and Rhys in the same turn, but Rhys has a lot more synergy than Hawk. For one, you can use Summoner's Pact to grab him and you will almost always have the mana to pay for the Pact next upkeep. Second, going into green lets you use the awesome Commune with the Gods, which is a really amazing tutor for this deck. Third, Rhys lets you maximize Time of Need, which can find either Rhys himself or Emrakul for a combo with TfB.
Zoetic Cavern
Weird one and not very mana efficient, but at least you can run 4 without interfering with the combo. Cast it for its Morph cost and Storm exiles it as a creature, fetching Emrakul (Storm doesn't see it as a land when Cavern gets exiled). The ability to just run 4 Cavern is nice, but paying 3 to play the card is not.
There are a few other options that I have thought about (Allosaurus Rider, for example), but I think that these above options are the best. Of these options, I always lean towards the Rhys combo because of the tutor redundancy we get from adding green (Commune and Time). Green also gives us some decent acceleration options, like Sprawl, Farseek, and Explore, and it opens up all the artifact acceleration options because we are no longer using Thopter (Bloom and Prism, primarily). So that's where I am at right now.
Have you considered running an enchantment-ramp + Nykthos package to hard cast Emrakul without TtB?
Also, in your current version, are you RUG or Gruul? I'm a little concerned regarding the lack of draw in Gruul regarding how fast you can find your pieces...
Have you considered running an enchantment-ramp + Nykthos package to hard cast Emrakul without TtB?
Also, in your current version, are you RUG or Gruul? I'm a little concerned regarding the lack of draw in Gruul regarding how fast you can find your pieces...
If we went with a Nykthos ramp package, I would use Lumithread Field as my card to trigger Storm into Emrakul. It's an enchantment, it's white, it fuels Nykthos, and it fetches the Emrakul without interfering with the rest of the deck. I would envision it like some combination of RW Lockdown with the Mono White Enchantress deck, splashing for Emrakul, Storm, and maybe TfB.
I'm RUG right now for the list, splashing for the Serum Vision, Remand, and Izzet Charm.
But Lumithread Field doesn't actually do anything by itself though. I mean, sure, it gets you an extra Nykthos mana, but short of Idyllic Tutor synergy, Squadron Hawk accomplishes the exact same thing for one less mana on the combo turn. It probably does work better in practice, but it seems so underwhelming in terms of its utility when you're not about to go off. I'm sure a WR version of this would be good, but I don't know what enabler would be best.
I was more thinking along the lines of green enchantments like Overgrowth and Utopia Sprawl. Not only would they ramp and/or fix your mana, letting you Storm earlier/more consistently, you would be able to Nykthos into Emrakul faster than with white, given all of the bonus mana. Plus, you have access to Commune with the Gods, Raging Ravine, Summoner's Pact and Time of Need, which all help improve your consistency and ability to off.
I mean, imagine this:
1) Forest, Utopia Sprawl
2) Mountain, Draw, Overgrowth
3) Land, Draw, Possibility Storm, Summoner'r Pact, Rhys -> Emrakul
This isn't a terribly likely hand, but you'd likely still go off a turn earlier than what you could otherwise achieve.
Umm... You cast a from your hand for free because of and it storms for enchantment, which is Mass Hysteria
And if you need more turns just cast one of each type of spell from your hand, which will just shuffle into your library, then on each turn cast them for free and shuffle them back in. You should never lose from drawing your library out.
It's fairly complicated sounding, but I'll try to explain. Once you cast Enter the Infinite, you put Omniscience on top. Then you exile Simian Spirit Guide for a red mana. Use it to cast Mass Hysteria, which storms: getting Omniscience out and shuffling into your deck (which is now only Mass Hysteria). Now you cast a Blightsteel for free from your hand. It storms over your one-card deck, which means it just shuffles in and you cast nothing at all. Now cast a second Blightsteel, which storms into the first one, and shuffles itself in. Cast the third, repeating the process. Then cast the Darksteel Relic, which storms over into the final Blightsteel. Now, cast an extra Possibility Storm from your hand, which storms into the only enchantment in the deck (which is the Mass Hysteria from before), giving all three Blightsteels haste. Attack for 33 trampling infect and go to game two.
It's fairly complicated sounding, but I'll try to explain. Once you cast Enter the Infinite, you put Omniscience on top. Then you exile Simian Spirit Guide for a red mana. Use it to cast Mass Hysteria, which storms: getting Omniscience out and shuffling into your deck (which is now only Mass Hysteria). Now you cast a Blightsteel for free from your hand. It storms over your one-card deck, which means it just shuffles in and you cast nothing at all. Now cast a second Blightsteel, which storms into the first one, and shuffles itself in. Cast the third, repeating the process. Then cast the Darksteel Relic, which storms over into the final Blightsteel. Now, cast an extra Possibility Storm from your hand, which storms into the only enchantment in the deck (which is the Mass Hysteria from before), giving all three Blightsteels haste. Attack for 33 trampling infect and go to game two.
This combo does work but the guy is explaining it in a confusing way. Here's my take on it
1. Cast Storm.
2. Cast Probe.
3. Storm exiles Probe.
4. Storm exiles cards until it hits an Enter the Infinite.
5. You may now cast Enter the Infinite without paying its mana cost. EtI does NOT resolve until we are finished resolving Storm's ability.
6. All exiled cards, including Probe, are put on the bottom of the library in a random order.
7. EtI now resolves and you draw your deck, putting Omniscience back on top.
8. Exile SSG and cast Hysteria. Storm triggers and exiles Hysteria. Omniscience is exiled and then cast without paying its mana cost. Hysteria is then put on the bottom of your library where it's now the only card.
9. Omniscience resolves.
10. Cast Blighsteel 1 for free. Storm triggers and exiles Blighsteel 1. Hysteria, the only card in your deck, is exiled. You then put all cards exiled with Storm, Blighsteel-1 and Hysteria, on the bottom of your library.
11. Cast Blighsteel 2 for free. Storm triggers and exiles Blightsteel 2. Storm exiles cards until it hits Blightsteel 1 and then you cast it. You then put all cards exiled with Storm, Blightseel 2 and maybe Hysteria, on the bottom of your library. You have 1 Blighsteel on play.
12. Cast Blighsteel 3 for free. Storm triggers and exiles Blighsteel 3. Storm exiles cards until it hits Blightsteel 2 and then you cast it. You then put all cards exiled with Storm, Blightseel 3 and maybe Hysteria, on the bottom of your library. You have 2 Blighsteels on play.
13. Cast Blighsteel 4 for free. Storm triggers and exiles Blighsteel 4. Storm exiles cards until it hits Blightsteel 3 and then you cast it. You then put all cards exiled with Storm, Blightseel 4 and maybe Hysteria, on the bottom of your library. You have 3 Blighsteels on play.
14. Cast Darksteel Relic for free. Storm triggers and exiles Darksteel Relic. Storm exiles cards until it hits Blightsteel 4 and then you cast it. You then put all cards exiled with Storm, Relic and maybe Hysteria, on the bottom of your library. You have 4 Blighsteels on play.
15. Cast a redundant Possibility Storm for free. Storm triggers and exiles the cast Storm. Storm exiles cards until it hits Hysteria and then you cast it. You then put all cards exiled with Storm, the second Storm and maybe Relic, on the bottom of your library. You have 4 Blightsteels and a Mass Hysteria in play and can swing for 44 infect damage.
While this is a much more "guaranteed" kill compared to Emrakul, I wonder if it's worth carrying so many cards that don't really do anything by themselves just for it. I'm also left wondering if the advantages are sufficient compared to Lightning Storm. Is beating Leyline, Forge-Tender, and life gain worth so much conditional dead weight?
Considering the Simian and Relic can both storm into a Blightsteel if needed, and one could just run another Tolaria West or two, I think it's worth it. I'm not sure if it's the best version, but it's the one I've ended on after trying the other versions. I don't know, I just like it better. You can also run more than one spirit guide for more possibilities of earlier Possibility Storms with the mana, but that stops you from being able to reliably use the one to storm if you are desperate.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I've been messing around on Cockatrice with the following version:
3x Condescend
4x Desperate Ritual
3x Electrolyze
3x Gigadrowse
4x Izzet Charm
3x Lightning Bolt
1x Noxious Revival
3x Remand
3x Telling Time
1x Emrakul, the Aeons Torn
1x Ornithopter
2x Teferi, Mage of Zhalfir
Sorcery (2)
1x Enter the Infinite
1x Gitaxian Probe
Enchantment (4)
4x Possibility Storm
Land (23)
2x Faerie Conclave
4x Island
2x Mountain
3x Shivan Reef
4x Steam Vents
4x Sulfur Falls
2x Tolaria West
2x Zoetic Cavern
This list forgoes Through the Breach/Polymorph to add the Teferi lock, as well as the Enter the Infinite combo. I didn't like Polymorph very much as it seemed really easy to disrupt and consumed your single Thopter, and it also interfered with the Infinite combo. TtB got the axe only because I wanted to make the deck more controlling, and it eats up a lot of slots (since adding TtB requires having more Emmas). I might end up switching back though, since, as an instant, it wouldn't harm the tertiary win condition.
I also tossed in the two Conclaves as a way to win under Possibility Storm if all else fails. It gets in the way of the mana, but this version is such that while it can go off on turn 4, it can also fight a more drawn out battle with burn/counters and go off when appropriate, and hence isn't punished as badly.
To my understanding, Pod can bypass Possibility Storm, correct?
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
Enter the Infinite does dilute things a bit, but I feel like this deck is extremely soft to extraction effects since we only have the one Thopter, so I wanted another unrelated win condition. It might get cut though, since it really restricts your spell diversity options by nixing MD sorceries.
Manlands seem non-negotiable though, as they let you win underneath Storm without needing your combo. Unfortunately UR has no dedicated manland, but Teferi just seems too good to pass up against a variety of decks.
I feel like we still have a problem with things like Infect and Bogles, I'm not so sure we can stabilize and break off the pressure and still comfortably combo out on turn 4-5. (We can play some bounce spells, but then I'll have to think about what we have to cut...)
I feel like with the 3 different tutors, manlands aren't exactly needed, but I do like the idea of popping the Storm off early to stop pressure and then naturally draw into a manland. But then again, Breaching for an Emrakul sounds solid too.
I need to start testing this deck again, I've been too busy with mono-black Tron and Glittering Wish Shenanigans.
And I need to test Teferi Pool
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
Storm Crow is strictly worse than Seacoast Drake.
I'm tinkering around with it, but the metagame is really bringing me down. Thoughtseize can really mess up your hands, and Affinity is a bit too fast for what we are trying to do.
On the plus side, Commune with the Gods is ridiculously good in this deck. It digs for Storm, Emrakul, and/or our lone Rhys/Thopter. And it's only two mana, so it fits perfectly into our curve. Anger of the Gods is also quite solid for us because it clears away all those obnoxious persist creatures in the Pod matchup (plus Voice) which can win the game even after we resolve a TfB into Emrakul.
I wonder if this couldn't make good use out of Mana Seism. It has the capacity to power out a Turn 4 Emrakul without needing further rituals if your land base is consistent enough to produce RRR. It's a heck of a lot riskier, since getting it or Storm countered means we're dead in the water, and we also can't protect ourselves with Pact of Negation, but the ability to race Twin is incredibly tempting.
Another ramp option is to run classing green land-ramp, given how practical Commune with the Gods is in this deck. Alternatively, we could run Enchantment ramp akin to Utopia Sprawl and the like with Nykthos, Shrine to Nyx as a back-up, allowing us to hard cast Emrakul in more than one way. Losing blue control and filtering would hurt, but running full green would also give us access to better manlands, and (in my opinion) better sideboard options.
4x Desperate Ritual
4x Pyretic Ritual
4x Izzet Charm
4x Telling Time
4x Dizzy Spell
4x Pact of Negation
2x Dispel
Sorcery
1x Gitaxian Probe
2x Enter the Infinite
Creature
1x Simian Spirit Guide
3x Blightsteel Colossus
4x Possibility Storm
1x Omniscience
1x Mass Hysteria
Artifact
1x Darksteel Relic
Land
4x Steam Vents
4x Shivan Reef
4x Sulfur Falls
4x Mountain
4x Island
1x Tolaria West
1x Pull From Eternity
2x Dispel
3x Simian Spirit Guide
4x Noxious Revival
4x Echoing Truth
1x Boseiju, Who Shelters All
This is the list I've been using to pretty good results at local modern FNMs. It still loses pretty hard to discard, but jund is seeing less and less play, at least where I go, and it's helping the deck a lot. Three turn 4 hasted Blightsteels is a lot for most decks to deal with. Another note is that you probably want Scalding Tarns if your meta has a lot of Blood Moon.
Why are you running so many different win-cons? Wouldn't it make more sense to focus on just 1 of them?
Storm Crow is strictly worse than Seacoast Drake.
I think the line goes as follows:
Probe storms into Enter the Infinite, and you leave Omniscience on top. After you draw your deck, you use Spirit Guide mana to cast Mass Hysteria, which storms into Omniscience, letting you cast all your Blightsteels.
The lack of haste here is odd though, since this makes you lose on your draw step due to an empty deck, which is before your Blightsteels attack... am I missing something?
Not sure if it's any better than the Lightning Storm version though, or if either are better than Emrakul-Thopter. The beauty of the Emrakul version is how little you sacrifice to get it going.
Mass Hysteria
This gives haste to your Blightsteel
But there's only one, which you give up in order to storm Omniscience so that you can cast the Blightsteels in the first place...
There isn't even a second Spirit Guide whose mana you could use to cast it on the same turn if you happened to retrieve it.
So far, the "best" version of the deck that I have tested is the one that uses 1 creature, 4 Emrakul, and 4 Through the Breach. TfB gives you an alternate win condition that you can often use on turn 4, depending on whether or not you are using acceleration of some kind. That said, the question is still up in the air as to what package of creatures is best for the deck. Here is what I have tried so far in one form or another.
Ornithopter + Tolaria West
Thopter fetches the Emrakul, but using Thopter means you can't use Pentad Prism or Lotus Bloom as acceleration. Thopter is nice because you can cast it on the same turn as Storm. The disadvantage of Thopter is that TW is not a very strong tutor or even card to use.
Squadron Hawk
The advantage of Hawk was that you can run 4 in your deck, which greatly increases your chances of finding the combo. The disadvantage is that you can't cast Hawk on the same turn you play Storm (at least, not on turn 4 or 5). Waiting a turn is pretty dangerous in this format. Making matters worse, Hawk forces you to run white and that's not really a color I like in this deck.
Rhys the Redeemed
You still need 6 mana to cast Storm and Rhys in the same turn, but Rhys has a lot more synergy than Hawk. For one, you can use Summoner's Pact to grab him and you will almost always have the mana to pay for the Pact next upkeep. Second, going into green lets you use the awesome Commune with the Gods, which is a really amazing tutor for this deck. Third, Rhys lets you maximize Time of Need, which can find either Rhys himself or Emrakul for a combo with TfB.
Zoetic Cavern
Weird one and not very mana efficient, but at least you can run 4 without interfering with the combo. Cast it for its Morph cost and Storm exiles it as a creature, fetching Emrakul (Storm doesn't see it as a land when Cavern gets exiled). The ability to just run 4 Cavern is nice, but paying 3 to play the card is not.
There are a few other options that I have thought about (Allosaurus Rider, for example), but I think that these above options are the best. Of these options, I always lean towards the Rhys combo because of the tutor redundancy we get from adding green (Commune and Time). Green also gives us some decent acceleration options, like Sprawl, Farseek, and Explore, and it opens up all the artifact acceleration options because we are no longer using Thopter (Bloom and Prism, primarily). So that's where I am at right now.
Also, in your current version, are you RUG or Gruul? I'm a little concerned regarding the lack of draw in Gruul regarding how fast you can find your pieces...
If we went with a Nykthos ramp package, I would use Lumithread Field as my card to trigger Storm into Emrakul. It's an enchantment, it's white, it fuels Nykthos, and it fetches the Emrakul without interfering with the rest of the deck. I would envision it like some combination of RW Lockdown with the Mono White Enchantress deck, splashing for Emrakul, Storm, and maybe TfB.
I'm RUG right now for the list, splashing for the Serum Vision, Remand, and Izzet Charm.
I was more thinking along the lines of green enchantments like Overgrowth and Utopia Sprawl. Not only would they ramp and/or fix your mana, letting you Storm earlier/more consistently, you would be able to Nykthos into Emrakul faster than with white, given all of the bonus mana. Plus, you have access to Commune with the Gods, Raging Ravine, Summoner's Pact and Time of Need, which all help improve your consistency and ability to off.
I mean, imagine this:
1) Forest, Utopia Sprawl
2) Mountain, Draw, Overgrowth
3) Land, Draw, Possibility Storm, Summoner'r Pact, Rhys -> Emrakul
This isn't a terribly likely hand, but you'd likely still go off a turn earlier than what you could otherwise achieve.
And if you need more turns just cast one of each type of spell from your hand, which will just shuffle into your library, then on each turn cast them for free and shuffle them back in. You should never lose from drawing your library out.
This combo does work but the guy is explaining it in a confusing way. Here's my take on it
1. Cast Storm.
2. Cast Probe.
3. Storm exiles Probe.
4. Storm exiles cards until it hits an Enter the Infinite.
5. You may now cast Enter the Infinite without paying its mana cost. EtI does NOT resolve until we are finished resolving Storm's ability.
6. All exiled cards, including Probe, are put on the bottom of the library in a random order.
7. EtI now resolves and you draw your deck, putting Omniscience back on top.
8. Exile SSG and cast Hysteria. Storm triggers and exiles Hysteria. Omniscience is exiled and then cast without paying its mana cost. Hysteria is then put on the bottom of your library where it's now the only card.
9. Omniscience resolves.
10. Cast Blighsteel 1 for free. Storm triggers and exiles Blighsteel 1. Hysteria, the only card in your deck, is exiled. You then put all cards exiled with Storm, Blighsteel-1 and Hysteria, on the bottom of your library.
11. Cast Blighsteel 2 for free. Storm triggers and exiles Blightsteel 2. Storm exiles cards until it hits Blightsteel 1 and then you cast it. You then put all cards exiled with Storm, Blightseel 2 and maybe Hysteria, on the bottom of your library. You have 1 Blighsteel on play.
12. Cast Blighsteel 3 for free. Storm triggers and exiles Blighsteel 3. Storm exiles cards until it hits Blightsteel 2 and then you cast it. You then put all cards exiled with Storm, Blightseel 3 and maybe Hysteria, on the bottom of your library. You have 2 Blighsteels on play.
13. Cast Blighsteel 4 for free. Storm triggers and exiles Blighsteel 4. Storm exiles cards until it hits Blightsteel 3 and then you cast it. You then put all cards exiled with Storm, Blightseel 4 and maybe Hysteria, on the bottom of your library. You have 3 Blighsteels on play.
14. Cast Darksteel Relic for free. Storm triggers and exiles Darksteel Relic. Storm exiles cards until it hits Blightsteel 4 and then you cast it. You then put all cards exiled with Storm, Relic and maybe Hysteria, on the bottom of your library. You have 4 Blighsteels on play.
15. Cast a redundant Possibility Storm for free. Storm triggers and exiles the cast Storm. Storm exiles cards until it hits Hysteria and then you cast it. You then put all cards exiled with Storm, the second Storm and maybe Relic, on the bottom of your library. You have 4 Blightsteels and a Mass Hysteria in play and can swing for 44 infect damage.