Magic: the Gathering
Pauper Deck Tech: Squirrel Storm
Today we dissect the Squirrel Storm, which is one of the decks responsible for the currently polarized state of Pauper's Metagame.
needsto be answered before you can perform the combo and ends up, on its own, creating several “extra turns” for the opponent. Also, the archetype is one of the few that can simply save most of its mana to respond to what the player does, while applying enormous pressure with its creatures that come in for little or no mana. Most other decks can simply make good decisions to deal with the archetype like populating the board like Elves does, or dealing direct damage like Burning, or trying to be disruptive enough like Mono-Black or Boros Bully using Cleansing Wildfire, but in the end, Storm seems to be above these decks because any small mistake by opponents poses a huge risk. And here comes the concept of False Tempo that I talk about often: your opponents will be giving you extra turns every time they think you can combo off on the next turn. And they always think you will.
shouldStorm for lethal. You can save-up resources, if necessary, to create another Storm chain on another turn as long as you create a board position so efficient (like 6 2/2 Squirrels) that your opponent will have a hard time getting back into the game in the first few turns, the which will give you even more time to create another Storm chain if they deal with the first. Overall, Storm is a fun deck for those who like to do things that look broken and for those who like to do math. It's good to play and has a good placement in the format these days, but unfortunately, I don't see it lasting very long in the format as it's clear that this card is one of the main factors in the polarization of decks in the Metagame these days.