MaximumCDawg
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« Reply #5 on: June 01, 2013, 03:15:59 pm » |
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So I just noticed recently that possibility storm affects ALL players, not just the caster. This is something I think others might have overlooked too, since it did not come up in this thread or (as far as I can remember) in Menendians podcast.
I bring it up because it feels like this makes the card substantially better. Its not about cheating threats, its about massively disrupting your opponent. I actually could imagine some sort of red/green deck with lots of redundancy (say, every instant kills a Jace and every dude kills artifacts) running this to totally randomize the opponents plays.
I still think it costs too much for vintage, but noticing the mutuality of this effect is making me reconsider whether it could never be played.
EDIT:
I also think I've figured out the right formula to abuse this with in your own deck, if you actually wanted to try something like that. I'd be bad in Vintage but might be fun in Modern.
The formula is:
Deck has exactly 2 artifacts: Something that costs 0 or 1 (say, Engineered Explosives) and Blightsteel. Deck has exactly 4 Sorceries: Four fabricates. Deck has many instants, all of which are countermagic. Deck has many creatures, all of which are removal.
The concept here twofold. First, if you have redundancy among your countermagic and your removal, then possibility storm won't hurt you too much. It will dramatically mess with your opponent, however. The kill is to eventually cast Fabricate, which Possibility storm turns into another Fabricate, fetch out your explosives, and then cast it, which Possibility Storm makes into a Blightsteel.
You would want to get ALOT of mileage out of your lands, too, given your relative lack of diversity in other card types. Maybe something like this? I'm building in Modern rules:
Combo (10) 1 Engineered Explosives 1 Blightsteel Colossus 4 Fabricate 4 Possibility Storm
Redundant Countermagic (12) 4 Remand 4 Delay 4 Cryptic Command
Redundant Removal (12) (SB for creature kill) 4 Spitebellows 4 Volcano Hellion 4 Stingscourger
(SB for artifact kill) 4 Maniac Vandal 4 Ingot Chewer 4 Duregar Hedge-Mage
Lands (26)
Trouble is, this would be slow. Slow, slow, slow. Ideally you'd want to find one type of card that you could safely use for ramp. As it turns out, the safe way to do your ramp is with enchantments! Once you've got one Possibility Storm you don't need to cast em anymore, and having all your ramp be enchantment-based means you can run other categories of spell without fear. Okay, so what enchantments ramp you?
Awakening Zone (good for chump blockers too, but slow) Braid of Fire (you can't use the mana to cast possibility storm, so why bother) Druid's Repository (might work if you have LOTS of manlands. But a three color deck sounds like trouble with manlands...) Mana Bloom (potentially not terrible for ramping from 3 to five for only 2 mana.) Utopia Vow (need a dork to enchant, but doubles as removal in a pinch) Mana Flare / Heartbeat of Spring (On color, but gives enemy benefit too) Fertile Ground / Dawn's Reflection (Probably better than Bloom)
Looks like we're in RUG territory. So, revamping a bit...
Combo (10) 1 Engineered Explosives 1 Blightsteel Colossus 4 Fabricate 4 Possibility Storm
Redundant Countermagic (12) 4 Remand 4 Delay 4 Cryptic Command
Redundant Removal (10) (SB for creature kill) 4 Spitebellows 2 Volcano Hellion 4 Stingscourger
(SB for artifact kill) 2 Maniac Vandal 4 Ingot Chewer 4 Acidic Slime
Ramp Ramp Ramp (8) 4 Fertile Ground 4 Dawn's Reflection
Land (20)
2 Scalding Tarn 3 Misty Rainforest 4 Steam Vents 3 Breeding Pool 3 Stomping Ground 2 Island 2 Mountain 3 Forest
Something like that. I'm sure it's a pile, but it's a pile with a PLAN.
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