Beseech Saga Storm: from Novice to Mastery
April 27, 2024
22 minute read
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?
Strong pivot plan with
helps support that plan by being another body that punishes cantripping for answers to what you are doing
Very fast ways to win the game, such as for into , or with and
With the prison decks becoming more aggro, you need to be faster in this format to be competitive and these cards give us the tools to do both.
When Storm typically becomes poorly-positioned, it's because:
Prison decks become too prevalent
Blue decks start playing a lot of permanent hate, like , which can be tough to beat.
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
They don't always have it, especially game 1 in the blind. If you have an unprotected turn 1 win, typically just go for it unless your hand has the ability to play a longer game
Using Bowmaster as Force bait works a lot of the time against blue decks
If mana isn't your bottleneck, you can sequence before playing a land or artifact mana to bait out counterspells
Game 1 Saga is a very strong plan in many matchups due to limited answers played in maindecks, such as sweepers for creatures/artifacts/dress downs
If you only have one discard spell in hand, you usually want to hold it to cast the turn you intend to win. Since cantrips are so prevalent in the format, it becomes very likely that the opponent could cantrip into relevant interaction between the discard spell and your attempt to combo.
Sequencing spells is extremely important to play around soft counters/artifact removal/graveyard interaction (more details in some of the specific matchup notes)
Cabal Therapy Tricks
If you have a creature to flashback , naming Brainstorm against blue decks the first time is usually right, so they can't change their hand between casts of Cabal Therapy
Game 1, Force of Will is the most common card to name
Post board naming Meltdown etc. when you have a strong Saga hand can be correct
Entombing Cabal Therapy when you have a creature to flash it back is a useful tool to be aware of
Pay attention to how the opponent plays to determine when naming , , or other such cards may be better than
Beseech The Mirror Tricks
Since Beseech wins don't require many resources and can be easy to miss, take your time each turn to check for a Beseech win
The magic number for this deck is 4: you need 4 mana for Beseech and 4 storm prior to Gaea's Will to tendrils for 20. Make sure you have mana floating or a way to generate initial mana from your graveyard after Gaea's Will resolves.
You can entomb LED to go up on mana before Beseeching for Gaea's Will
Pay attention to metalcraft when saccing artifact lands to bargain a Beseech
With 2 Beseeches in hand, you can build storm count by using the first to find Dark Ritual
Always look to see if chaining Beseeches is enough storm to avoid having to use the graveyard
Don't forget to attack with Urza's Saga constructs before you start bargaining artifacts for beseech, sometimes the attack does enough damage to just be able to chain Beseeches into Tendrils
Don't forget you can Beseech away creature tokens like from , , or
Echo of Eons Tricks
It is usually incorrect to play before because you want black mana post Echo in order to have a higher chance to win on the spot
Floating most/all black mana before Echo is normally correct because discard into Beseech is very heavy on black mana. At most, only leave 1 blue unless you have 6+ mana and want to be able to hardcast a drawn
Echoing with no mana floating but with some artifacts in play is usually fine because it gets you up on cards against your opponent
Value playing artifact land over before casting Echo of Eons because you can imprint to and artifact lands help with metalcraft for
Generally it's better to clear the board before targeting the opponent with Bowmaster triggers unless you are going to wheel again or win the game outright. Also, don't forget about the damage from attacking with the token
You can Cabal Therapy or Thoughtseize yourself to discard an Echo of Eons from your hand in order to allow you to flash it back
You can always target your own bowmaster token when you Echo of Eons to grow it through hate like /. It will always survive its own damage.
You can use for mana and then draw a card off if you Scry'd action like a Beseech to the top but are tight on mana.
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:
Lack mana?
Lack action?
Have a cohesive gameplan in the matchup?
Need more than a single draw step in order to make the hand functional?
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:
Examples of good 6 and 5 card hands that explain why you need to mulligan aggressively:
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:
The way decks interact with combo decks changes regularly. Sideboards change and players are always innovating the next way to beat you.
This guide is meant to provide direction if you are lost. If you disagree with a recommendation, use your best judgment.
Note that variants within various archetypes can demand different sideboarding.
For example, if you see a out of , you should board in an answer to it.
If mono red decks go back to on top of , you may want some s.
The amount of answers you should board in are based on how the games play out and how important it is for you to find the answer.
Take a look at the ideas behind why I'm talking about certain cards in matchups and how they line up with your experiences. Use the cuts I'm making to determine what else you could cut to make room for those answers.
This also means you might want more answers for certain cards based on your own experiences. My sideboard map is a general guide and is dated by the current meta (as of April 24, 2024). As opposing decks change, so does the sideboard map.
Test out the changes and see how it works. I am always looking to improve and make changes to the list/sideboarding plans.
You will notice I don't cut Orcish Bowmasters in most matchups. It's a powerful backup win condition with Echo of Eons so even when the card isn't at its best I like it. That said, some Storm players who I hold in high regard disagree with this, so follow your heart.
In most matchups, discard spells or fast mana/payoffs are cut for more effective cards in matchups. Discard shines vs blue decks and fast mana shines in matchups where you need to have very fast kills.
If you're playing , it can be used as a payoff that you can find off Urza's Saga when you have excess mana but are missing a payoff.
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)
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:
Quentin (Ellaone on MTGO): My list is a modified version of his original version
Romario: Great sideboard map and matchup feedback