This standard season has had many many ups but no one really talks about the fringe decks out there. Well today we’re going to talk about Thousand Year Storm.
Thousand Year Storm is a combo deck that works 7/10 of the time. It’s soft to disruption and unfortunately, it can lose to itself. Today we’re going to try to eliminate some of the consistency issues and try to have an enjoyable experience. Let’s look at the decklist.
Thousand Year Storm
4 Sulfur Falls
4 Steam Vents
2 Dragonskull Summit
2 Drowned Catacombs
3 Treasure Map
4 Lightning Strike
2 Radical Ideal
4 Lava Coil
4 Pirate's Pillage
2 Discovery// Disposal
3 Mastermind Acquisition
2 Expansion// Explosion
2 Thousand Year Storm
3 Niv Mizzet, pararun
2 Ral, izzet viceroy
2 Spell Pierce
2 Fiery Cannonade
2 Nexus of Fate
Couple of things to go over before we do our deck tech.
- This deck is a fun deck. Not to be taken 100% serious.
- You’re not going to make friends playing this.
Thousand Year Storm is something of a pet deck of mine. Being a combo player every time one comes into standard I have to make it work or something close to it. The cards highlighted help get you closer to your goal to combo off as quickly as turn 6 or 7.
Treasure Map is a card that allows us on turn two to scry cards we don’t need away before our draw step. After 3 counters have been put on the map it flips into Treasure Cove bringing 3 treasure tokens along with it. Cove allows you tap it and sacrifice a treasure token to draw a card. In this deck that’ll rarely be used. Turn two treasure map flip by turn 5 allows us to have available 8 mana. If you have multiple maps flipped then you can have 10+ available. This card accelerates the deck to turn 6 potential.
Opt, Radical Idea, and Discovery are draw cards that help thin the deck. Opt can scry 1 then draw. Radical Idea draws a card then you can discard a card from your hand to jump start it to draw another. Finally Discovery allow you the potential to go three deep in the deck. Surveil 2 then draw is great for two mana.
Shock, Lava Coil, and Lightning Strike are our removal package. Shock deals two damage to any target. Lightning strike deals 3 to any target. Lava Coil deal 4 to target creature. Later in the game when we’re going for the kill, Shock and Lightning Strike are our kill conditions in the deck.
Pirate Pillage is another card that helps us ramp. For four mana you discard a card then draw two cards and make two treasure. It allows the deck to push forward to our turn 6 goal.
Mastermind’s Acquisition for two colorless and two black mana allows us to tutor any card we need from our deck or sideboard.
Omniscience is an enchantment that allows us to play spells from our hand without paying for them. The drawback to this card is that it cost 10 mana, but the upside it brings will win you the game.
Thousand Year Storm is the name sake of the deck. Sort of like the storm mechanic in modern it allows you to make a copy of that instant or sorcery for each instant or sorcery you played that turn.
Looking at the list your thinking “why not just play 4 Thousand Year Storm”? Well the issue with Thousand Year Storm is once you play it typically you have to wait a turn before you can go off. With Omniscience the turn you play it your going off. Turn 6 Omniscience into a bunch of draw spells equals happy time for you.
Let’s look at the match up and discuss your game plan for each.
I’m going to go over the matchup for the three most popular in the standard metagame.
In any given tournament you’re going to see these three decks and not knowing the matchup can really hurt your chances for winning.
First up is G/B midrange. In this matchup your main goal is to slow down their life gain from Wild Growth Walker and suppress their mana dork if they run him. G/B midrange has evolved into a really grindy match because of the explosiveness of decks like U/R Phoenix.
The removal packages they run are dead draws because we run no creatures main board. We don’t have to worry about counterspells in this match up. Finally, Carnage Tyrant is the biggest threat in the deck. As long as we can out race them this matchup is in our favor.
U/R Drakes has also changed to fit the newer metagame. Before the deck had super explosive plays every time it was their turn. Now it has a few explosive turns that are more effective to avoid being blown out by hate cards.
This deck comes from the line of the U/R spells list that turned into the Drake/Phoenix list. At long last, it turned away from Arclight Phoenix for protection spells and Niv Mizzet. This matchup is difficult but it’s not unbeatable. Keeping Niv in check is the name of the game. U/R Drakes runs 12 threats so keeping your removal spells for them is your best option. Just watch out for their countermagic in the form of spell pierce.
Finally we come to the hardest matchup for the deck. Jeskai control has a bunch of counterspells at their disposal. Navigating your plays around their counterspells and killing their threats is the way you win this matchup.
Like the G\B deck, this deck’s removal spells will also be completely useless in this matchup. With Mastermind, you can tutor up sideboard cards in game one to help you put pressure on your opponent. Ral, Izzet Viceroy is likely the best card in the match. Game one get him online and his card advantage will allow you to cycle through the deck faster.
He is also our cleanest answer to the Niv Mizzet our opponents will have. If you do emblem him every spell you play deals 4 damage to the opponent and allows us to draw cards.
Thanks for reading.
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