HymnFire

by TheBiggestNoob on 20 November 2016

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


Sorceries (3)

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Deck Description

Loosely based on modern storm lists. As well as a standard combo deck my friend played back in Return to Ravnica; the only combo deck i've ever seen in standard -nothing in the format could keep up with it's sear speed. Between his combo deck, Epilogue and my pseudo-combo/control Ominfinite we dominated stores for a number of months.

I've always thought grapeshot was boring. the skipping of grapeshot and empty the warrens is what separates this from a storm deck.

Alternate win conditions for this include; Worldfire/keldon marauders (extremely stylish), and Burn at the Stake (using goblin tokens from command and empty the warrens in favor of spawn tokens)

How to Play

These type of combo decks are in a nice place right now. Not enough people play them for massive sideboarding; limiting what you need to worry about.

To someone unfamiliar with combo decks this will look like a jumble of garbage.

Mulligan aggressively for land, a ritual (pyretic is prefered) and goblin electromancer. play your land, make sure you have 1 blue and 1 red source before you try to combo unless you don't have the goblin.
*turns 1-2
1-2 land (avoid playing goblin and passing against anything with removal because the moment it hits the board your opponent will smell trouble.) playing young peezy' turn 2 is ideal, it makes your deck look like UR tempo with a shitty opening.
If you start trying to combo to early then you'll just die, if you wait you risk them killing you or drawing tools to disrupt your combo. Once you light the fuse if it ever goes out you've basically lost.
*turn 3 and after (depending on when you get what you need)
once you hit turn 3 it's time to move. ideally you'll have between 2 and 3 lands with peezy in play, goblin in hand and some gas. drop that ritual and start ramping up mana. i'll divide it into stages so its easier to understand.
Stage 1 combo. At this point you have a spark. Your mana is always extremely important (use dice to track it, trust me). you're goal here it keep the combo from going out while you dig for more mana. you'll encounter other tools along the way, such as pact, brood and so forth.
stage 2 combo. Commit to playing your tools in pieces. if you started comboing with peezy in play he will get out of control extremely fast. dont be afraid to be wasteful, pour as much stuff into your yard and board as possible whilst maximizing hymn. Hymn is your key to winning, unlike ritual it explodes after a few peezy/brood triggers into true insanity. your goal of stage 2 is to get this to happen. don't be afraid to pact any resistance to hymns and other important spells. anyone with blue will be doing all they can to stop you at this point.
Stage 3 combo. once you've hit critical mass with hymn the game is basically yours unless you're extremely unlucky. the star of the show for stage 3 is past in flames. at this point your plan changes, use past in flames and rather then expanding on your token presence with broods and such start banking mana and digging for Banefire. Once you find it you need to do some math. if you have increasing vengeance this gets easier but if not its not a big deal. ramp up to the mana you'll need for a lethal cast. (between 21 and 10 depending on the situation) dont be worried about breathing room here, use everything to get to this put, once that banefire hits the stack you've won accept for in some extreme situations (mindbreak trap) by this point you'll have torn through a huge amount of your library and should have pacts either in your hand or yard to protect the banefire. GGEZ

sideboard.

the most basic aspects of sideboarding is knowing if you'll need pact. if not switch it out for some of your utility cards. You're biggest threats are decks that are faster than you like infect, other combo decks and so on. or anything that makes heavy use of blue. you'll be stomping on mid-range decks like bant eldrazi, aziban, jund, bogles, tron and dredge pretty much 100% of the time the first round.

from black expect things like inquisition of kozilek and thoughtseize, once you get rolling you've basically won so expect them to try and stop you ahead of time.

green will likely drop a boatload of graveyard hate on your face

Blue will dump counterspells into their decks but many of them don't curve with you so expect 1-2 counterspells, this is what pacts are for.

red will just try and kill your first or burn you peezy and goblin

and white will look to lock you out with graveyard hate and spot removal.

Deck Tags

  • Combo
  • Modern
  • Red
  • Blue

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

040464

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

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