Beseech Saga Storm: from Novice to Mastery

April 27, 2024

22 minute read

Michael Reed
Max Gilmore
BSS Hero Image

Intro

Hello, I'm Michael Reed (Eureka22422 on MTGO). I've been having some recent success with the / Storm deck (editor's note: Mike has literally WON the last two Legacy Challenges with the deck), so I decided to put together an article to help people who want to try out.

Why Play Storm in 2024? 

Right now, the fair decks are playing mostly graveyard hate like , artifact hate like , and the prison decks are getting more aggressive,  and less prison (like Turbo Muxus). I believe this puts Storm in a much better place than it has been for a while. That being said, why play this version of Storm? 

When Storm typically becomes poorly-positioned, it's because:

In addition, the reason TES has seen success is its ability to beat the Blue decks consistently, and this deck, with the addition of Bowmaster, has the ability to punish Blue decks in a different capacity while giving some additional angles of attack against the rest of the format, like killing a Thalia. Since the deck is so flexible, it's able to beat many different types of hate by pivoting to a plan that sidesteps whatever your opponent is doing.

General Tips and Tricks

Cabal Therapy Tricks

Beseech The Mirror Tricks

Echo of Eons Tricks

Mulligan Decisions

Mulligan decisions are one of the most important parts of playing this deck. While some hands are incredibly strong, there are also some trap hands that look good but aren't. Below are examples of both hands that appear good at first look, or are just missing 1 piece to be good versus hands on fewer cards.

What Makes a Hand a Trap?

The easiest way to look at a hand and determine if it is a trap is to ask, does it: 

If the answer to any of these is yes, then you should be asking yourself whether a mulligan will make it better. Further, what would the mulligan have to look like to make it better?

"Trap Hand" Examples:

BSS Trap Hand 1BSS Trap Hand 2

Examples of good 6 and 5 card hands that explain why you need to mulligan aggressively:

BSS Good 6BSS Good 5

It is obviously important to take into consideration the matchup to determine what hands are trap hands because they can be different in different matchups.

Matchup Guide

I am going to get into some of the most popular archetypes and explain my thought process for how I approach these matchups. As we talked about, balancing multiple context-dependent plans like Bowmaster, Saga, Echo, and Beseech is tough, and choosing the right path is often the difference between winning and losing.

Sideboarding Notes

Before reading these matchup notes and sideboard recommendations, keep the following in mind:

RUG Delver

Key Cards

Them: , , ,

Us: , discard spells, ,

Sideboard Plan

In: 1 , 1 , 1

Out: 2 , 1

Generally, in game one against Delver, you can just run them out of countermagic by jamming discard and bowmaster on their threats/cantrips. Saga is very strong because they don't have Meltdown yet. Lean heavily on Saga if you want to, as it usually wins the race. Bowmaster is good at clearing early threats and to buy you time because they need to cantrip for extra threats instead of permission to stop your combo. A lot of games end early because they have to keep hands with a threat and typically you can typically make enough mana to play through a Daze. This means you only need to discard a potential prior to a Beseech or Echo. 

Postboard they usually have a mixture of , , , and extra countermagic, so it's important to hold back your artifacts to minimize the impact of Meltdown. On the flip side, don't try and drag the game out forever because Counterbalance is hard to play through and they have a lot of card selection. Fast Sheoldred, The One Ring, or Empty the Warrens are graveyard-free ways to win, so don't worry too much out if they t1 Grafdigger's Cage. They do sometimes bring in Pyroblast for Echo so just get blindsided by this.

If you can put a Sheoldred or Empty the Warrens on the stack on Turn 1 or 2, this is ideal. Otherwise, you can get a Bowmaster into play and try to squeeze them with a Saga, forcing them to cantrip into a Meltdown. From there, a small Beseech chain is usually able to close it out.

Grixis Delver 

For Grixis Delver, we board slightly differently because of the presence of . I don't board in versus Grixis because it doesn't line up well into Bowmasters. Otherwise, the matchup plays similarly to RUG, but you just need to be cognizant of Orcish Bowmasters with your play patterns.

Scaminator

Key Cards

Them: , ,

Us: ,

Sideboard Plan

In: 4 , 1 , 1

Out: 2 , 2 , 2

Game 1 is similar to (but harder) than Delver because they can reanimate Atraxa and have Orcish Bowmasters. Don't be too afraid to Echo into their Bowmasters; you are Tendrils deck and the only life point that matters is your last. Giving the opponent additional time is usually a mistake, as it risks letting them an Atraxa. That being said, if you can beat the board while putting pressure on their ability to reanimate a game-winning threat, this is a reasonable line. While wheeling the blue decks with Forces, , and an in play absolutely can go wrong, but as you play more, your assessment of these risks against the game state will improve. The best ways to win are generally disrupting their reanimation and winning with Saga or a Bowmaster/Echo line, or winning before they get to reanimate.

Postboard, if you start with (Plan A), and race most of their hands. When they have to contend with the Leyline, their threats are slow enough that you also have time to win with a Storm line. The reason and are shaved in this matchup is that and can disrupt or punish this line, so we want to deprioritize it. is the only creature that both puts pressure on your life and messes with your lines, but luckily, with in play, for is an easy win.

Beanstalk Control

Key Cards

Them: , , , ,

Us: , ,

Sideboard Plan

In: 1 , 1 , 1 . If you expect , , or , also bring in 1-2 .

Out: 2 , 1 . You can then trim on and until you're at 60 cards.

The Game 1 plan against Beans to overload their answers. Given their Game 1 density of white spells that don't stop the Storm combo, with mana floating for a post-wheel discard will usually be able to win the game. Alternatively, you can pressure them with Bowmasters and Construct tokens, forcing them to find the white cards or die to the beatdown, which can then enable you to combo with minimal resistance. Make sure you use your discard spells to identify their hand's weak points and then leverage them. For instance, if you have 2 Urza's Saga in hand, you can discard their Supreme Verdict and leave the . If they have a lot of white cards already, then you would discard the and lean into the combo win.

There are so many different variants of Beanstalk control that it's hard for this guide to narrow down specifically what a postboard game will look like. If you win Game 1, you can often use Game 2 to learn more about their chosen sideboard interaction, letting you better configure for Game 3.

Generally, you don't want to let them develop their draw engines, otherwise your discard spells won't be sufficient to punch a hole. If you can, use a discard spell to look at their hand and find out whether , , , or will be sufficient, or if you need to go for a full graveyard-reliant win with . These games have a large range - they can end quickly with a discard spell into a Tendrils victory, or turn into multiple grind fests; how they sideboard and what they value in the matchup that dictates how we have to play the game. Flexibility is important to help understand your role. Don't be afraid to reach for some more removal spells such as if you see a lot of good targets.

Red Prison 

Key Cards

Them: , ,

Us: ,

Sideboard Plan

In: 1 , 1 , 1

Out: 2 , 1

This is one of the harder matchups. Game 1, your hope is that they don't lead on , or soul read you and play a on X=0. Chalice on 1 is easier to beat since your discard spells are less necessary, and the ideal situation is they lead on a threat like . Once they know what deck you're on, they're able to disrupt you far more effectively, so try to win fast. Against a resolved Trinisphere or Chalice on 0, your best path toward winning is likely , hoping they don't have to match. When comboing, you can treat your opponent as having no instant-speed interaction; if you can beat what's on board, you're good to go.

Postboard, an early becomes particularly valuable, eventually tutoring up or , which should be able to help clear the way to a win. On the draw, you're unlikely to be able to beat a Turn 1 of + on 0 unless you open with . Regarding graveyard reliance, most of the Red Prison lists are on cards like and over , which means that is live as a path to victory. 

If possible, you want to mulligan to a big Turn 1 play, which can be something like for 10-16 goblins. Even if you have a line, it may be safer to go for the and play around . A mulligan down to LED + Echo is likely better than a Turn 1 where you may just end up discarding one of two cards that beat you, only to have to pass the turn and lose to the other card.

Fellow Storm enthusiast and Legacy Small Talk podcast co-host, Romario Neto, likes bringing in and and just sidestepping all of the red deck's lock pieces. To do this, he cuts the rest of the discard spells. It's a reasonable approach - better in some spots, worse in others.

Turbo Muxus

Key Cards

Them: , ,

Us: ,

Sideboard Plan

In: 1 , 1 , 1 [The One Ring, 2

Out: 2 , 2 , 1

Game 1 is similar to Red Prison, but with fewer lock pieces and a faster clock. The Muxus deck tends to keep aggressive creature openings in Game 1, often without a lock piece. Since Muxus can go over the top of , your plan to Tendrils kill with . Be aware that a lot of these Muxus lists play , so use to take advantage of their lack of graveyard interaction and try to go for lethal when possible, and avoid passing the turn after .

Postboard play patterns are dependent on their lock pieces. While I have been favoring to answer , depending on the interaction you see in Game 2, if you don't see , it's reasonable to substitute over for Game 3. As with Red Prison, and are your best answer to .

Generally, approach this matchup the same way you would Red Prison, but with less resistance from their end and less reliable on our end.

Lands

Key Cards

Them: , , [Crop Rotation, , and possibly (if they have blue)

Us:

Sideboard Plan

In: 1 , 1

Out: 2

Game 1, the worst thing that can happen is a Turn 1 . Marit Lage is only a threat if you're doing an / plan and have to attack a couple of times. Since can ignore , this is the safest way to win. Since can neutralize a large Orc Army, are relatively low value overall. While going for , be careful to not get hit by a into , so make sure to clear the way with one of your many discard spells.

Postboard, the main challenge is to sequence properly against . To do this, don't play out an LED while you still have useful cards in hand, and don't expose or artifacts without a good reason. Also be aware that they now have as another way to mess with your graveyard. Fortunately, lines are mostly immune to targeted graveyard hate, due to the Echo already being on the stack by the time that your opponent has priority.

should be reserved for answering or . If that's not possible because keeps getting destroyed, our own can often overpower an opposing .

GWx Depths

Key Cards

Them: , , , and

Us: Removal spells and

Sideboard Plan

In: 2 , 2 , 1 , 1 , 1

Out:  2 , 2 , 1 , 2  

Game 1, the plan is to win before they untap with an or can put / into play. It's possible to beat an Ouphe through a few s and a lot of sacrificial artifacts to chain together. Since they have , a large Orc Army is not reliable as a path to victory. Even though it may not deal lethal, with an can sidestep an active Elvish Reclaimer, either removing it outright or forcing them to activate it for , meaning it's at least out of commission for this turn.

Postboard, expect a lot of fast interaction from and to be supplemented with . Note that with in play, and are offline, meaning that you can play out your and other artifacts more safely. is probably your best sideboard card in the matchup as it's able to answer any of the problematic creatures, as well as . Barring a , a fast for 10+ on the play or 14+ on the draw can get around and and can be done before or can be deployed. 

TES

Key Cards

Them:

Us:

Sideboard Plan

In: 4 , 1 , 1

Out: 2 , 2 , 2

Game 1 is difficult because they're more EPIC than we are. These days that means they have 4 , a fast win of their own, and you have minimal recourse to their action. One way to beat maindeck is a large Orc Army attacking for lethal. Remember that you can target the Orc Army with your triggers, and if you play , the token can even gain haste for a same-turn win. Since Game 1 can go very wrong very quickly, it can be worth making risky plays like without floating mana if they don't have access to green to cast , taking full advantage of any window of vulnerability that you can.

Postboard, since TES relies heavily on and , is a very strong way to slow them down, and I prioritize mulliganing mediocre 6 and 7 card hands to look for the Leyline. This also opens up as an easy way to win, even through a (since is colorless).

The reason I trim on and is the risk of wheeling them into a Leyline answer (like ), a , or their own win, is quite high. Postboard on the play, TES is mostly unable to interact, so it can be right to take a riskier line and try to win before they get their first turn.

BR Reanimator

Key Cards

Them: , various Leyline removal spells,

Us: ,

Sideboard Plan

In: 4 , 1

Out: 2 , 2 , 1

Game 1 we are in a decent position to beat most reanimated creatures, since they don't generally play in the maindeck and , can recover against their discard spells. does a great job of neutralizing as well. 

Postboard on the play, only keep a hand that either has or + . On the draw, mulligan to . Since following up the Leyline with a Beseech into is fairly compact, you can mulligan relatively low and still pull this off. Alternatively, constructs can be a solid way to win once the Reanimator deck is weakened. Although things can certainly go wrong, I find this matchup to be overall positive.

Cephalid Breakfast

Key Cards

Them: ,

Us: [Orcish Bowmasters,

Sideboard Plan

In: 4 , 1

Out: 1 , 2 , 2

Game 1, this matchup is very difficult and I'm grateful that this deck is weak against the metagame at large. Between , , , and their own fast 2-card combo, they topdeck better than us, so try to win fast by going for an or through discard into a chain while they're tapped out. Note that shuts down the cast timing on the card you get with , so you can't Beseech combo with Teferi in play.

Postboard, slows them down quite a bit, since they need to either bounce it with Teferi or get into their hand before assembling the combo. Beware of . It might be right to bring in as a way to blow up between the turn it's cast and the turn it pops. Short of a fast combo win, fast constructs while holding up to kill their is a reasonable path to victory. This matchup is hard and a lot of games don't feel winnable, so don't worry too much about losing this one.

Full Sideboard Map (as of April 24, 2024)

BSS Full Sideboard Map

More Questions?

Please reach out to me (Mike) on Twitter if you have any feedback or are interested in additional matchup notes. https://twitter.com/Eureka22422_MTG.

Shoutouts and Thank Yous: