The EPIC Storm is taking a big step forward with v13.7 to address the meta shifts that Legacy has seen over the past months. With the addition of Initiative cards to MTGO and a larger player focus on Initiative decks, it was time to change. The EPIC Storm has evolved over the past couple months to meet the demands of the new format, but when the site writers discussed current thoughts, we realized more drastic shifts were required.
Let’s set the stage for these changes. The Legacy meta can be broken into three sections (for the purpose of this discussion at least):
- Tier 1: UR Delver and Initiative. The de facto “best decks” of the format right now. Combined, they make up almost HALF of decks in larger events right now. This is potentially a concerning trend, but it may be too early to accurately determine the health of the format. A two-deck meta is unlikely to be an enjoyable one, but it does offer a space for unique metagame strategies to evolve. “Solved” formats are where deckbuilding and event prep truly shine. This can open up the opportunity for Tier 2 decks to spike an event.
- Tier 2: Decks that think they have a favorable matchup against one or more Tier 1 strategies. Certainly there has not been a major breakthrough for a single deck that has favorable matchups against both UR Delver and Initiative. But Elves, Painter, and Cephalid Breakfast are all contenders in this tier. We would like to think that The EPIC Storm is also in this tier with the changes we will discuss shortly. However, it is important to note that no deck is destroying one of the Tier 1 decks, they’re simply too strong.
- Tier 3: Most other decks exist in this space. Either ones that have yet to adapt to the new meta or cannot. Naya Depths has struggled against the rise of Initiative as has [[Doomsday]]. Both decks were kings recently but struggle now. Control piles have also fallen off drastically, but there is usually a “lag phase” while Control works to adjust their plans — a strength akin to UR Delver in that they can always adjust for a particular method. The jury is still out on how they will fight the top two decks at once.
With all of this ground work in mind, let’s talk about The EPIC Storm and a difficult realization that needs to be made. Green just isn’t cutting it in this meta. [[Veil of Summer]] is such a powerful card in the right matchup for sure. One-mana [[Cryptic Command]] can destroy an opponent’s resolve as easily as it stops their interaction. [[Abrupt Decay]] is a comfortable card to have that you can rely on to resolve without question. Both of these cards are difficult to work with against Initiative though. Change needed to be made and that change is getting rid of Green.
[[Orim’s Chant]] and [[Silence]] are excellent as replacements to [[Veil of Summer]]. In addition to functioning similarly against Blue matchups, the ability to pseudo-[[Time Walk]] an opponent by casting [[Silence]] in their Upkeep adds additional uses in the Initiative matchup (among others) meaning that there are no truly dead cards in our maindeck configuration. Another big reason for the inclusion of these cards is the increased play [[Mindbreak Trap]] is seeing. All of this coalesces into our decision to add White as our protection color over Green. With that change made, we have an additional benefit in our sideboard. [[Prismatic Ending]] can be used! One of the best removal spells ever printed, this also allows maindeck outs to cards that we previously could never beat. Being a sideboard card for [[Burning Wish]] to pick up, our flexibility in non-Blue matchups has increased. Additionally, our sideboard has been designed with the new meta in mind. Using [[Wishclaw Talisman]] as a way to find the one-of bullets in [[Crash]] and [[Slaughter Pact]] can open slots for a full playset of [[Prismatic Ending]].
Overall, we are pretty happy with how The EPIC Storm v13.7 turned out. In fact, our own Bryant Cook had a Top 8 finish in the most recent Legacy Showcase Challenge! After reading this article, go see it in action on our YouTube channel. Hopefully, the new plan intrigues you. Let’s take it out for a spin with three situations and see if the changes feel good.
Special Guest
Caleb Durward
(Twitch: calebdmtg | Twitter: @calebdmtg
Caleb Durward is a full-time streamer with a background in brewing and live tournament play. He has several legacy GP top eights, and has the highest sealed rating on the mtgeloproject.
A cube specialist, last year he managed to stream a 38-match win streak, and later became the first CubeCon champion.
Caleb lives in Madison, Wisconsin where he rarely leaves his house. You can find him oh both Twitch and Twitter.
Deck List
the epic Storm
Main Deck
- 4 [[Brainstorm]]
- 4 [[Mishra’s Bauble]]
- 4 [[Wishclaw Talisman]]
- 4 [[Burning Wish]]
- 3 [[Galvanic Relay]]
- 1 [[Ad Nauseam]]
- 1 [[Echo of Eons]]
- 2 [[Orim’s Chant]]
- 2 [[Silence]]
- 4 [[Rite of Flame]]
- 4 [[Dark Ritual]]
- 4 [[Lion’s Eye Diamond]]
- 4 [[Lotus Petal]]
- 4 [[Mox Opal]]
- 3 [[Chrome Mox]]
- 4 [[Bloodstained Mire]]
- 2 [[Scalding Tarn]]
- 1 [[Marsh Flats]]
- 1 [[Underground Sea]]
- 1 [[Volcanic Island]]
- 1 [[Bayou]]
- 1 [[Scrubland]]
- 1 [[Plateau]]
Sideboard
- 4 [[Prismatic Ending]]
- 3 [[Thoughtseize]]
- 1 [[Slaughter Pact]]
- 1 [[Crash]]
- 1 [[Galvanic Relay]]
- 1 [[Empty the Warrens]]
- 1 [[Tendrils of Agony]]
- 1 [[Pulverize]]
- 1 [[Echo of Eons]]
- 1 [[Peer into the Abyss]]
SITUATION No. 1 — Initiative
The new kid on the block, so new in fact, that lists are still in their infancy! There have been several players that have devoted the time to exploring this archetype thoroughly. Through this focus, new tools have been found and card numbers have been adjusted. [[Once Upon a Time]] was a solid inclusion, for instance. Likewise, [[Stoneforge Mystic]] is no longer seeing play. [[Archon of Emeria]], a card despised by most Storm players may be decreasing in number as lists begin to plan for the mirror more. Hallelujah!
Let’s start from the beginning though. Initiative is an aggressive creature-based deck that seeks to overwhelm its opponents through mana and card advantage. Using [[Ancient Tomb]] and [[Chrome Mox]] to power out potent three-mana creatures, recouping the early cards lost in this explosive start is easy with the Initiative mechanic and the Monarch mechanic. [[White Plume Adventurer]] and [[Seasoned Dungeoneer]] allow venturing into the [[Undercity]] — a Commander mechanic that is much more powerful in a 1-v-1 format. [[Palace Jailer]] can introduce the Monarch mechanic into the game for even more advantage. These creatures are backed by [[Solitude]], [[Thalia, Guardian of Thraben]], [[Anointed Peacekeeper]], and others. With a powerful disruptive element to the deck, Storm decks need to plan their games out carefully. One misspent mana or one delayed action could mean the differenc between victory and defeat. In particular, winning game one is important. This insures that a game three (if one is played) would be on the play. When on the play, we have the ability to lean into the explosive nature of being a Combo deck.
SIDEBOARDING:
-3 [[Galvanic Relay]], -2 [[Orim’s Chant]], -2 [[Silence]], -1 [[Mishra’s Bauble]]; +3 [[Prismatic Ending]], +3 [[Thoughtseize]], +1 [[Crash]], +1 [[Slaughter Pact]]
Our first scenario starts at the beginning of our fourth turn in game two. Facing down both a [[Chalice of the Void]] with one Charge counter and a [[Thalia, Guardian of Thraben]], our combo turn will need to start with these being removed. With both [[Pulverize]] and [[Slaughter Pact]] in hand, we have the ability to do exactly that. A previous turn saw us [[Burning Wish]] for the pink elephant, and we are reaping the rewards now. How do we need to sequence this turn to properly navigate the hate permanents across the battlefield? Do we have a lethal follow up?
SITUATION No. 2 — Initiative
Initiative again? FINE Let’s do it.
When looking at the cards The EPIC Storm cares most about in the matchup, a few things come to mind. While lists fluctuate, there is some consistency across registered 75 cards that allow us to prepare accordingly. Let’s take a look at some of the most common cards that we need to concern ourselves with:
- [[Thalia, Guardian of Thraben]]: a staple maindeck card that can now be answered efficiently with [[Prismatic Ending]] — even in a game one scenario. She has been a thorn in the sides of unfair pilots and her new home is in Initiative.
- [[Archon of Emeria]]: the worst card to face early as it drastically stalls mana development while also being a [[Rule of Law]] effect. The best avenues through this creature are [[Slaughter Pact]] or [[Thoughtseize]]
- [[Chalice of the Void]]: this hate permanent is seeing less maindeck play than it has in the past. Copies are being moved into the sideboard as mirror matches are becoming more common. Dealing with fellow Initiative players is a higher priority than shoring up what is seen as an already favorable cantrip-based matchup.
- [[Anointed Peacekeeper]]/[[Elite Spellbinder]]: two variations on a theme. These two cards can be significant roadbumps towards victory. An emphasis on [[Anointed Peacekeeper]] needs to be made here. Sometimes an [[Elite Spellbinder]] can actually help a combo turn by exiling a pertinent [[Burning Wish]] to allow the use of [[Lion’s Eye Diamond]], where it would be impossible before.
- [[Touch the Spirit Realm]]: responsible for more play pattern punishments than any other card on this list. [[Touch the Spirit Realm]] stands in opposition to casting our artifacts out early underneath an [[Archon of Emeria]] or [[Chalice of the Void]]. In particular, if we turn one a [[Wishclaw Talisman]] in preparation to combo on our turn two, this card is a common punish for that line.
- [[Aven Mindcensor]]: similar to a situation in an Eternal Weekend event article, a Initiative opponent who passes with three mana open is very suspicious. In post-board games, the pesky bird needs to be on your mind. Fetching can happen on our own turn because of this — a play that also works to play around the non-Basic land taxes associated with [[Archon of Emeria]].
- [[Deafening Silence]]: an old nemesis. One that is seeing less play as decks are focusing towards this two-deck meta. [[Prismatic Ending]] has been an incredible inclusion out of the sideboard to deal with permanents like this.
- [[Mindbreak Trap]]: an even older nemesis. This card is seeing significantly less play in Initiative decks these days. [[Silence]]/[[Orim’s Chant]] and [[Thoughtseize]] have this particular card well-covered thankfully. In fact, because of how well-prepared we are for [[Mindbreak Trap]], one has to wonder if playing it is even the right choice anymore.
SIDEBOARDING:
-3 [[Galvanic Relay]], -2 [[Orim’s Chant]], -2 [[Silence]], -1 [[Mishra’s Bauble]]; +3 [[Prismatic Ending]], +3 [[Thoughtseize]], +1 [[Crash]], +1 [[Slaughter Pact]]
As for the situation presented to us, things are starting to look a little dire. It is the fourth turn of game three and our life total is concerningly low. [[Echo of Eons]] has just resolved with a Storm count of five. We have dealt with an Initiative creature, but our opponent will draw a total of three cards on their next turn in addition to the seven cards in hand. While we technically have the mana to cast [[Ad Nauseam]], there are several reasons not to do so. The sideboard [[Echo of Eons]] was used which means the maindeck copy can still dome us for six points. We still have a land drop to make. How do we finish this turn? Can we win right now or should we prepare for one more turn cycle at least?
SITUATION No. 3 — UR Delver
Adaptability is the name of the game with UR Delver these days. It is often said that UR Delver can beat any deck with shifts in their sideboard plan. Those plans are adjusting — like everyone else’s — towards beating Initiative. Cards like [[Unchained Berserker]] and [[Torpor Orb]] are spiking in popularity as answers to the new deck. As is brand new technology of [[Snuff Out]] being paired with a singleton [[Underground Sea]]. The goal is to effectively fight the for the Initiative or prevent the powerful EDH mechanic from ever becoming a player in the game. The staying power of [[Delver of Secrets]] continues to be on display, the king cannot be unseated. Perhaps more importantly, players are learning the play patterns of Initiative and adjusting accordingly.
Because UR Delver is focusing their efforts towards a drastically different kind of strategy from The EPIC Storm, their newly-implemented cards have no crossover into Storm hate. This does not mean the matchup has gotten easier though — [[Delver of Secrets]] backed up by [[Daze]] and [[Force of Will]] is still a powerful plan. In fact, keeping only a single creature against us is the best way to victory. Beating in for three damage per turn adds up quickly if they are able to hold enough interaction to slow us down. Luckily, our maindeck goal to focus on [[Galvanic Relay]] is still as good as ever against the Tempo menace. With their one-for-one removal being severely taxed, they often cannot keep enough interaction to counter a large [[Galvanic Relay]] turn. Just like with [[Veil of Summer]], a preemptive [[Silence]] can force interaction onto the stack. If we have a hand full of [[Silence]] effects, this can easily get problematic cards out of our opponent’s hand for a later turn’s combo.
SIDEBOARDING:
NONE
In our final scenario, we find ourselves in the classic Infernal Tutoring situation of resolving a [[Brainstorm]]. It is our third turn in a post-board game (though our 60 cards are the same, we do need to consider our opponent’s sideboard plans). We have not made a land drop and our opponent is holding up at least a [[Spell Pierce]] as interaction in their three-card hand. How can we best navigate this [[Brainstorm]] and remainder of our turn? Can we win right now or do we need to postpone victory by another turn?
Want to see your play?
We’re now allowing for fan-based submissions for “Infernal Tutoring!” In order to submit, scroll down to the footer to the contact form. Attach your screenshot, describe the situation in detail, and press submit!
Disclaimer: Regarding the details of the scenarios, we do not want what the outcome of the situation is. For example, if the question is, “Do I go for it here?” do not tell the team if your opponent had [[Force of Will]] or not. This information honestly doesn’t matter for our purposes and it doesn’t change the answer if it’s correct or not to cast the business spell. Thank you for your understanding.
Instructions
- Use the subject line of “Infernal Tutoring”
- Write what list you are playing and if there’s anything special about your list compared to the current stock version. Scenarios that contain the current list are more likely to be selected.
- If possible, please resize your images to be no larger than 1400px wide and preferably under 125kb. This will make our job easier, if you’re unfamiliar how to do this that’s okay too. Still message us with your scenarios!