That's a pretty controlling riff on it. I wonder if the speed-consistency tradeoff is sufficient against a deck like Twin that can counter back.
I also wonder if TtB and Cryptic is enough to warrant the inclusion of Mystical Teachings in the deck.
I really like the deck and I think it could be a solid tier 2. This said, I must admit that:
- Pod will always beat us, either on the play or on the draw: they have Fiend Hunter in main and more answers in side. With Hunter they exile our first Emrakul and we won't have time to go off twice.
- Splinter Twin is better than us: it might combo even with Possibilty Storm in the table (they only run 1 kind of enchantment an 6-8 creratures to combo with), but also has countermagic AND his/her pestermites can tap Emrakul (basically a timewalk...) so game lost.
- UW(x) has a load of counters wih only one objective: Possibility Storm. We are screwed.
These are top tiers and all of them can easely beat us MAIN (not to talk in games 2 and 3 where it gets even worse without the surprise factor)
Even Living End will beat us because most of its spells will inevitable end casting Living End (besides, Beast Within and Fulminator Mage are a huge problem)
With this in mind, I don't know if the deck should take the "Through the Breach" way or the "Possibility alone" way.
I really want it to be more than a FNM deck but I can't find how to turn it into serious tournament playable.
If the deck could find a way to reliably storm twice, and to storm into Teferi before Emrakul, our counter problems and issues with the opponent storming would be solved since the opponent would be locked out of the game. Alternatively, we have other possible, though much more complicated win conditions we could focus on instead.
Pod is a problem, yes, but we're in red, so hopefully you can fire off that Shatterstorm ASAP, after which their chances of landing Fiend Hunter or any specific creature drop substantially.
I won't deny that this deck has a ways to go, but I don't think it's issues are un-solvable.
I really like the deck and I think it could be a solid tier 2. This said, I must admit that:
- Pod will always beat us, either on the play or on the draw: they have Fiend Hunter in main and more answers in side. With Hunter they exile our first Emrakul and we won't have time to go off twice.
- Splinter Twin is better than us: it might combo even with Possibilty Storm in the table (they only run 1 kind of enchantment an 6-8 creratures to combo with), but also has countermagic AND his/her pestermites can tap Emrakul (basically a timewalk...) so game lost.
- UW(x) has a load of counters wih only one objective: Possibility Storm. We are screwed.
These are top tiers and all of them can easely beat us MAIN (not to talk in games 2 and 3 where it gets even worse without the surprise factor)
Even Living End will beat us because most of its spells will inevitable end casting Living End (besides, Beast Within and Fulminator Mage are a huge problem)
With this in mind, I don't know if the deck should take the "Through the Breach" way or the "Possibility alone" way.
I really want it to be more than a FNM deck but I can't find how to turn it into serious tournament playable.
Pod doesn't run Fiend Hunter often and a Fiend Hunter won't easily get into play if you hardcast Emrakul. Also, the Tempo Twin variants are much more popular right now and they run many more creatures that Possibility Storm messes with.
I do wonder about Deadship Reef though. Seems like a half decent way to grab extra mana off your lands, but it doesn't actually produce red mana, which is the most crucial as far as the "combo" is concerned. Is the intention to just save up for Emrakul while controlling the game? Additionally, throwing in Snappy would mess things up.
I would've liked to have seen how the pilot plays it.
Thread featured for the month of June. Let's get some more Premier/Daily wins!
Time to sleeve up and get down.
I've been wondering if a straight RG list with more enchantments would a worthwhile idea now that we have Commune with the Gods, Kruphix's Insight hunting for a Nyxborn Rollicker among any number of other useful enchantments. I'll try to cook something up.
We want a creature 100%, and with Memnite costing 0 mana, if we cast Memnite with Possibility Storm on-line, our opponent cannot remove Possibility Storm to remove the trigger off of Storm, chances of countering Memnite is really slim, and it allows for T4/5 wins. Having to cast our creature for 1 mana makes the deck slower, giving the opponent a chance to stall us out or break Possibility Storm. Rollicker may be better in a version with Omniscience AND Emrakul, but at that point why play both when Emrakul just gets there by himself?
Do you want to play Nyxborn Rollicker in an enchantment heavy deck with Possibility Storm?
Chances are quite high, that you'll flip another enchantment instead of Emrakul or am i missing something?
That was a major brainfart. I guess that drives down the value of insight, but Commune is still quite good.
We want a creature 100%, and with Memnite costing 0 mana, if we cast Memnite with Possibility Storm on-line, our opponent cannot remove Possibility Storm to remove the trigger off of Storm, chances of countering Memnite is really slim, and it allows for T4/5 wins. Having to cast our creature for 1 mana makes the deck slower, giving the opponent a chance to stall us out or break Possibility Storm. Rollicker may be better in a version with Omniscience AND Emrakul, but at that point why play both when Emrakul just gets there by himself?
The major thought process here is that green enchantment ramp like Overgrowth or Fertile Ground are much harder to interact with than creature or artifact ramp. When you get it to work, casting severely screws your opponent, but going off on turn 5 isn't terribly impressive against decks like Twin or Affinity.
Alternatively, you could just go for proper land ramp, but that doesn't guarantee you'll find your combo pieces. Commune with the Gods seems like it could fit in pretty well, while Weird Harvest does a bad Fabricate impression. You could also run two different win-cons and Signal the Clans with Through the Breach, or any number or other configurations.
Really, I'm just interested in whether trading blue for green improves speed without sacrificing as much consistency as red rituals do.
I wouldn't consider Overgrowth because of the higher mana cost and the fact, that it produces GG (which is more or less colorless with the stuff we actually want to cast).
What is the reason to play Auras at all? You have currently no way to untap those lands to abuse its ability, so maybe we're better off with stuff like Farseek, Search for Tomorrow and Rampant Growth. Or maybe Garruk Wildspeaker is the way to go with his ramp and protection.
It's nice to hit an enchantment with Commune with the Gods, but do we actually want to hit stuff like Fertile Ground? Turn 2 Fertile Ground is nice, but turn 2 Commune with the Gods into turn 3 Fertile Ground sounds so slow :/
As much as Commune into Fertile Ground fails to impress, the possibility of running Commune into Blood Moon, Choke or Root Maze puts a lot of decks into a troublesome spot. Moreover, running it into Ornithopter or Possibility Storm when you have the other half, or grabbing Emrakul when you Breach in hand is just extra icing.
It may very well be that Rampant Growth and friends work out better, but the enchantment plan gives you more selection, somewhat circumventing the failure-to-launch ramp strategies can experience (drawing threats before ramp). I plan on testing some this weekend I'll post my results with both, if I can.
EDIT - On Lumithread, while it's nice to think about, I think that tacking three mana onto the combo might delay it too much.
I wouldn't consider Overgrowth because of the higher mana cost and the fact, that it produces GG (which is more or less colorless with the stuff we actually want to cast).
What is the reason to play Auras at all? You have currently no way to untap those lands to abuse its ability, so maybe we're better off with stuff like Farseek, Search for Tomorrow and Rampant Growth. Or maybe Garruk Wildspeaker is the way to go with his ramp and protection.
It's nice to hit an enchantment with Commune with the Gods, but do we actually want to hit stuff like Fertile Ground? Turn 2 Fertile Ground is nice, but turn 2 Commune with the Gods into turn 3 Fertile Ground sounds so slow :/
As much as Commune into Fertile Ground fails to impress, the possibility of running Commune into Blood Moon, Choke or Root Maze puts a lot of decks into a troublesome spot. Moreover, running it into Ornithopter or Possibility Storm when you have the other half, or grabbing Emrakul when you Breach in hand is just extra icing.
It may very well be that Rampant Growth and friends work out better, but the enchantment plan gives you more selection, somewhat circumventing the failure-to-launch ramp strategies can experience (drawing threats before ramp). I plan on testing some this weekend I'll post my results with both, if I can.
EDIT - On Lumithread, while it's nice to think about, I think that tacking three mana onto the combo might delay it too much.
While this is true about Lumithread, you can use artifact ramp with it.
The deck can consistently assemble the mana to go off on turn 4, be it with Storm or TtB, but actually has some difficulty getting something to go off with. I encountered the issue of not drawing enough business in more than one game. Moreover, Weird Harvest, while very good in finding Thopter or Emrakul depending on which piece I had in hand, proved to be a liability about as often as as it helped, since it let the opponent find a Clique or something to disrupt me with, or finding a Prime-Time or Wurmcoil or something else that finished me off/put me far behind. I'm not sure how the deck would function without though.
I'm not sure how to improve consistency in finding the needed cards.Commune with the Gods failed to make the impact I'd expected. I'm considering swapping it for Ancient Stirrings since it helps find Thopter, Cavern, an Eldrazi, or a land, and but it fails to find Storm, so I don't know if it's even worth it. Another interesting possibility is Harmonize, since the deck often has 4 mana by turn three.
Additional Notes:
Having 7 sources of ramp is often too much as the deck only really wants one per game, and while Zoetic-Storm is something to be aware of, you'll often not need all of the ramp you end up drawing by that point (typically 3+ by then).
Fertile Ground is advantageous if we play Commune with the Gods, but it suffers to more hate that raw land ramp. I encountered Nature's Claim more than once. That being said, if you want to play Blood Moon early, it lets you get away with fewer Forests.
Blood Moon was very binary - in some matches, it totally screwed the opponent, while in others it did nothing (if not mess up my mana). Perhaps worth moving to the sideboard.
Ulamog is super clutch - Getting Emrakul extracted is no fun.
Deck feature for June ended, so this is getting unstickied. Still a great deck and still a deck with a ton of potential; it has at least 3-4 Daily/Premier appearances over the last month alone!
I've seen a list in a Modern Daily today with 1 Trinket Mage--it's surprisingly not a nonbo in the deck because if Memnite flips Trinket Mage with Possibility Storm, Trinket Mage finds Memnite at the bottom of the library and puts it into your hand and Memnite can fish for Emrakul again.
Another Possibility Storm list got 2nd in a Japanese PTQ!
So I didn't even know this was a deck until a couple of weeks ago, but I was intrigued by it and wanted to try it out. I like it a lot. I haven't got a ton of matches in yet, but I have been crushing FNMs and playtesting, and I plan on taking it to an upcoming PTQ. Does anyone still play this deck?
I'm trying out a mixture of Blue Moon and the Possibility Storm combo. I haven't had enough playtesting to determine if it's good or not. It feels decent at the moment. I lose Vedalken Shackles though. I love that card. If only there was a 0 cmc creature that wasn't an artifact.
How does this compare to splinter twin in power level? I'm really interested in building this, but there has been nothing on it for two months now. I have to assume that it isn't all that powerful. The lack of a plan B is probably not the most helpful. Twin can always go creature beatdown or value the opponent out with splinter twin and Kiki-Jiki, Mirror Breaker.
I'd love to hear more about people's experiences.
To be clear, I am only considering the control version that has actually done well in large events.
How does this compare to splinter twin in power level? I'm really interested in building this, but there has been nothing on it for two months now. I have to assume that it isn't all that powerful. The lack of a plan B is probably not the most helpful. Twin can always go creature beatdown or value the opponent out with splinter twin and Kiki-Jiki, Mirror Breaker.
I'd love to hear more about people's experiences.
To be clear, I am only considering the control version that has actually done well in large events.
In my experience, unlike Twin, you can't be stopped once you go off (chances of Storming into enchantment removal or a counterspell are super low), but getting Storm into play in the first place can be challenging. Additionally, this doesn't win on the spot like Twin (well, not all versions do), so Pod can tutor up a combo, Affinity and other aggro can kill you from beneath it, and Burn can just Storm into more burn.
In the end, it's kind of Apples/Oranges and it really varies with how you actually put the deck together. :/
Thoughts on a Pyromancer Ascension Control transitional sideboard? You can side out the combo against BGx and UWR and control them out. If they understand what the combo is doing, they wouldn't have Enchantment hate post-board. The mainboard would need to have mostly 4-ofs.
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I also wonder if TtB and Cryptic is enough to warrant the inclusion of Mystical Teachings in the deck.
If the deck could find a way to reliably storm twice, and to storm into Teferi before Emrakul, our counter problems and issues with the opponent storming would be solved since the opponent would be locked out of the game. Alternatively, we have other possible, though much more complicated win conditions we could focus on instead.
Pod is a problem, yes, but we're in red, so hopefully you can fire off that Shatterstorm ASAP, after which their chances of landing Fiend Hunter or any specific creature drop substantially.
I won't deny that this deck has a ways to go, but I don't think it's issues are un-solvable.
Pod doesn't run Fiend Hunter often and a Fiend Hunter won't easily get into play if you hardcast Emrakul. Also, the Tempo Twin variants are much more popular right now and they run many more creatures that Possibility Storm messes with.
Storm Crow is strictly worse than Seacoast Drake.
https://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/7120327
1 Blood Crypt
1 Desolate Lighthouse
1 Dreadship Reef
1 Mouth of Ronom
4 Scalding Tarn
1 Shivan Reef
3 Snow-Covered Island
1 Snow-Covered Mountain
4 Steam Vents
3 Sulfur Falls
4 Tolaria West
1 Zoetic Cavern
Creatures: 2
2 Emrakul, the Aeons Torn
1 Memnite
2 Cryptic Command
2 Electrolyze
1 Gigadrowse
2 Into the Roil
4 Izzet Charm
3 Lightning Bolt
2 Mystical Teachings
1 Peek
4 Possibility Storm
4 Remand
4 Serum Visions
2 Sleight of Hand
1 Through the Breach
1 Anger of the Gods
2 Cavern of Souls
1 Commandeer
1 Shadow of Doubt
2 Shatterstorm
3 Snapcaster Mage
3 Teferi, Mage of Zhalfir
1 Tormod's Crypt
1 Wurmcoil Engine
This is a really interesting take on the combo, especially in this current metagame where control gameplans are just so strong.
I do wonder about Deadship Reef though. Seems like a half decent way to grab extra mana off your lands, but it doesn't actually produce red mana, which is the most crucial as far as the "combo" is concerned. Is the intention to just save up for Emrakul while controlling the game? Additionally, throwing in Snappy would mess things up.
I would've liked to have seen how the pilot plays it.
WE DID IT!!!
I know I promised a deck list for this thread but I failed to deliver.
I'll see if I can make a Gifts version of this deck in working order.
WHOOO POSSIBILITY STORM
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
Time to sleeve up and get down.
I've been wondering if a straight RG list with more enchantments would a worthwhile idea now that we have Commune with the Gods, Kruphix's Insight hunting for a Nyxborn Rollicker among any number of other useful enchantments. I'll try to cook something up.
We want a creature 100%, and with Memnite costing 0 mana, if we cast Memnite with Possibility Storm on-line, our opponent cannot remove Possibility Storm to remove the trigger off of Storm, chances of countering Memnite is really slim, and it allows for T4/5 wins. Having to cast our creature for 1 mana makes the deck slower, giving the opponent a chance to stall us out or break Possibility Storm. Rollicker may be better in a version with Omniscience AND Emrakul, but at that point why play both when Emrakul just gets there by himself?
Modern: Top Control -- UWx Titan -- Loam Pox -- Footsteps Hulk
Legacy: Doomsday -- Death and Taxes -- UR Stasis -- Sylvan Plug
Pauper: UB Teachings -- UR Nivix Control
That was a major brainfart. I guess that drives down the value of insight, but Commune is still quite good.
The major thought process here is that green enchantment ramp like Overgrowth or Fertile Ground are much harder to interact with than creature or artifact ramp. When you get it to work, casting severely screws your opponent, but going off on turn 5 isn't terribly impressive against decks like Twin or Affinity.
Alternatively, you could just go for proper land ramp, but that doesn't guarantee you'll find your combo pieces. Commune with the Gods seems like it could fit in pretty well, while Weird Harvest does a bad Fabricate impression. You could also run two different win-cons and Signal the Clans with Through the Breach, or any number or other configurations.
Really, I'm just interested in whether trading blue for green improves speed without sacrificing as much consistency as red rituals do.
As much as Commune into Fertile Ground fails to impress, the possibility of running Commune into Blood Moon, Choke or Root Maze puts a lot of decks into a troublesome spot. Moreover, running it into Ornithopter or Possibility Storm when you have the other half, or grabbing Emrakul when you Breach in hand is just extra icing.
It may very well be that Rampant Growth and friends work out better, but the enchantment plan gives you more selection, somewhat circumventing the failure-to-launch ramp strategies can experience (drawing threats before ramp). I plan on testing some this weekend I'll post my results with both, if I can.
EDIT - On Lumithread, while it's nice to think about, I think that tacking three mana onto the combo might delay it too much.
While this is true about Lumithread, you can use artifact ramp with it.
Storm Crow is strictly worse than Seacoast Drake.
4 Fertile Ground
3 Blood Moon
3 Rampant Growth
4 Faithless Looting
3 Weird Harvest
4 Commune with the Gods
3 Anger of the Gods
1 Ulamog, the Infinite Gyre
1 Ornithopter
4 Lightning Bolt
2 Through the Breach
2 Zoetic Cavern
4 Stomping Ground
3 Karplusan Forest
4 Forest
2 Mountain
2 Rootbound Crag
3 Copperline Gorge
2 Fire-Lit Thicket
The deck can consistently assemble the mana to go off on turn 4, be it with Storm or TtB, but actually has some difficulty getting something to go off with. I encountered the issue of not drawing enough business in more than one game. Moreover, Weird Harvest, while very good in finding Thopter or Emrakul depending on which piece I had in hand, proved to be a liability about as often as as it helped, since it let the opponent find a Clique or something to disrupt me with, or finding a Prime-Time or Wurmcoil or something else that finished me off/put me far behind. I'm not sure how the deck would function without though.
I'm not sure how to improve consistency in finding the needed cards.Commune with the Gods failed to make the impact I'd expected. I'm considering swapping it for Ancient Stirrings since it helps find Thopter, Cavern, an Eldrazi, or a land, and but it fails to find Storm, so I don't know if it's even worth it. Another interesting possibility is Harmonize, since the deck often has 4 mana by turn three.
Additional Notes:
4 Emrakul, the Aeons Torn
1 Ornithopter
Other Spells:
4 Through the Breach
4 Possibility Storm
4 Serum Visions
4 Sleight of Hand
4 Fabricate
4 Pyretic Ritual
4 Desperate Ritual
4 Pentad Prism
4 Scalding Tarn
4 Steam Vents
4 Sulfur Falls
2 City of Brass
5 Island
4 Mountain
This has been fun and playable on cockatrice.
How are you dealing with Ornithopter becoming Pentad Prism instead of Emrakul?
http://magic.wizards.com/en/articles/archive/possibilities-are-endless-2014-07-01
Storm Crow is strictly worse than Seacoast Drake.
Another Possibility Storm list got 2nd in a Japanese PTQ!
I'd love to hear more about people's experiences.
To be clear, I am only considering the control version that has actually done well in large events.
Also, is there a reason I've seen more pyroclasm than anger of the gods?
In my experience, unlike Twin, you can't be stopped once you go off (chances of Storming into enchantment removal or a counterspell are super low), but getting Storm into play in the first place can be challenging. Additionally, this doesn't win on the spot like Twin (well, not all versions do), so Pod can tutor up a combo, Affinity and other aggro can kill you from beneath it, and Burn can just Storm into more burn.
In the end, it's kind of Apples/Oranges and it really varies with how you actually put the deck together. :/