Mining Modern - Twiddle Storm

Feature Article from Corbin Hosler
Corbin Hosler
1/30/2017 11:00:00 AM
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We all know about the Gitaxian Probe ban. Armed with Phyrexian mana, decks could become all too degenerate, all at the cost of a few life points. It allowed the Death's Shadow players to get low enough for a big creature, allowed the Infect players to work with perfect information when considering pump spells, and helped any deck that wanted to be “56 cards.”

Those are the things that the ban was aimed at. An unforeseen casualty may have been Storm. The archetype is seen as hated by Wizards, and it's suffered through multiple bans over the years. While Beral, Chief of Compliance may give it some new life in Modern, it has to cope with the loss of Gitaxian Probe, which killed a struggling deck when it was down.

Or did it?

Okay, so it may not be the Storm you were expecting, but it still counts. Sort of.

Twiddle Storm is actually just a hilarious deck, the kind you wouldn't think would even exist. But thanks to the miracle of throwing together a bunch of sets from a bunch of different years and making use of cards that are more often made fun of than played, we have a deck that can actually win games in Modern.

It works like this. You lead off with a Forest or a Breeding Pool, and you begin to attach auras to it. Utopia Sprawl, Fertile Ground and an Overgrowth fit this role. You spent the first few turns of the game cycling through your deck with the usual cast of draw spells in Serum Visions, Sleight of Hand and Telling Time.

Once you have a few enchantments on your land, you go to town making mana. You tap for three or four mana, then use Twiddle or Dream's Grip or Hidden Strings to untap it. Each time you do this you net several mana, which is your mana engine instead of rituals like Pyretic Ritual.

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Now you continue to draw through your deck, with Manamorphose and Ideas Unbound adding to the blue spells you already have. Ideas Unbound is super strong, digging three deep for only two mana, and also serving to splice the one-of Psychic Puppetry from time to time, which can be absolutely vital when trying to go off in some situations.

Gifts Ungiven ties it all together, allowing you to pick up whatever you need to fill in, and the all-important Past in Flames. Resolving one Gifts usually means you're going to untap in a position to win the game, since putting Past in Flames in your graveyard allows you to go off just as effectively. Eventually, you win with a big Grapeshot.

It's silly Storm. It's got a few strengths over the traditional versions, but more weaknesses as well. Ghost Quarter ruins your life. Graveyard hate sucks to fight through. There should probably be a second Past in Flames in the deck because several games would have gone better if we had access to a second one.

This is not going to win a Grand Prix anytime soon. But dang, if this isn't a fun deck to take to Friday Night Magic. After all, winning a few rounds on the back of Twiddle has to unlock a life accomplishment or something.

Storm away, friends!

Thanks for reading,

Corbin Hosler

@Chosler88




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