Affiliate links: card links on this page go to TCGplayer, and we earn a commission on purchases at no extra cost to you. How this works
Archetype Overview
Ruby Storm is a mono-red ritual combo deck. It wins in one turn by chaining cheap spells, regrowing them with Past in Flames, and finishing with a storm spell fetched through Wish. The main deck runs no creature plan and almost no interaction. Nearly every nonland card makes mana, makes it cheaper to spend mana, or digs for more spells. This list from MTGO user _Shikamaru_ took 1st place at a 51-player MTGO Challenge 32 on 2026-10-29.
The Plan
The deck builds in three layers, and you need to understand all three before your first event.
- Cost reducers: Ruby Medallion and Ral, Monsoon Mage each shave {1} off your spells. The rituals cost {1}{R} and add {R}{R}{R}. With one reducer out, every Desperate Ritual and Pyretic Ritual costs {R} and nets two extra mana. Reducers only cut generic mana, so a second reducer doesn't make rituals cheaper. It does pay off on the expensive cards: Past in Flames, Hex Magic, Wish and Valakut Awakening all have a {2} or {3} to cut.
- Fuel: Reckless Impulse, Wrenn's Resolve, Manamorphose, Twinned Vision, Valakut Awakening and Hex Magic keep cards flowing. The two Impulse effects let you play the exiled cards until the end of your next turn. That means you can cast them a turn early to set up, or during the combo turn as extra fuel. Manamorphose replaces itself and is mana-positive under a reducer. Hex Magic trades your whole hand for a fresh one, and it's Arcane, so Desperate Ritual can splice onto it.
- Finish: Wish lets you play a card you own from outside the game. In practice that means your sideboard: Grapeshot for direct damage, Empty the Warrens for a board of Goblins, or the extra Past in Flames for a second pass through your graveyard.
Past in Flames multiplies everything else. Once your graveyard holds spent rituals, cantrips and a Wish, it gives all of them flashback for their mana cost. Every ritual you already cast becomes castable again, and so does the Wish, which fetches another finisher. Twinned Vision is built for this. Cast from anywhere but your hand, it draws two instead of one, whether through its own flashback or through Past in Flames.
Why the Plan Is Strong
Redundancy at every step. You run eight two-mana rituals, eight cost reducers in practice (four Ruby Medallion plus four Ral, Monsoon Mage), and over a dozen draw and filter spells. You rarely need one specific card. You need a reducer, some rituals and enough fuel, and the list is built so most draws give you all three.
Your graveyard is a second hand. Most decks run out of gas when their hand runs out. Here, every spell you cast before Past in Flames becomes a card you can cast again. A turn that looks like it's fizzling can still be one Past in Flames away from lethal, and each spell cast along the way adds to the storm count.
Your finisher stays out of the main deck. Because Grapeshot and Empty the Warrens sit in the sideboard behind Wish, you can choose between them in the moment. Use Grapeshot when the opponent's life total is in reach, and Empty the Warrens when it isn't but they can't handle a wide board.
Ral threatens more than one thing. Ral, Monsoon Mage is a cost reducer that can flip into a planeswalker mid-combo. The planeswalker side enters with extra loyalty for each instant and sorcery you've cast this turn, and its −2 deals 2 damage divided among one or two targets. The downside is printed on the card: every lost coin flip on your turn deals 1 damage to you. Over a long chain that adds up, so track your own life total.
Artist's Talent is a one-copy engine. Level 1 loots on every noncreature spell, which filters your draws and stocks your graveyard for Past in Flames. Level 2 is another cost reducer. Level 3 makes each damage instance from your sources deal 2 more, so every Grapeshot copy hits the opponent for 3. Reaching level 3 takes a lot of mana, so treat it as an upside, not the plan.
The Shell Around the Combo
The mana base runs 18 lands plus the two Valakut Awakening, which can be played as lands when needed. Every fetch finds a Mountain. The typed duals (Blood Crypt, Raucous Theater, Sacred Foundry, Elegant Parlor) are there so the same fetches can find black and white for the sideboard: Thoughtseize, Fatal Push, Prismatic Ending and Wear/Tear. Between games you can strip the opponent's hand or remove a problem permanent without warping the main deck's mana.
Who Should Pick It Up
This deck suits players who like counting mana and doing the math themselves. Your combo turns are long, branching and unforgiving. You'll track floating mana by color, the storm count, cards in exile you can still play, graveyard contents for Past in Flames, and your own life total against Ral, Monsoon Mage flips, all at once. If you enjoy working out the line before you commit, this deck rewards you more than almost anything else.
It is a poor fit if you want to interact through long games or adjust your plan around the opponent's board. The main deck gives you almost nothing to do on the opponent's turn. Your path to winning is assembling the turn faster than they can stop it, and accepting that a well-timed disruption can end a game.
At about $523, it's a mid-priced Modern deck. Much of that cost is in the fetchland and dual-land suite, which carries over to many other decks if you move on later.
Core Strategy & Game Plan
Ruby Storm is a pure engine deck. You lower the cost of your spells and chain mana-positive rituals and card draw in a single turn. Then you cash in the storm count with a finisher fetched by Wish. The main deck contains no interaction and no creatures that attack. Every card either makes mana, finds cards, or makes the other cards cheaper. Your opponent's game plan matters only as a clock and as a list of things that can stop you.
How the Deck Wins
The main 60 has no copies of Grapeshot or Empty the Warrens. Both sit in the sideboard, and Wish lets you play a card you own from outside the game that turn. So the standard kill is to build a long chain and then cast Wish for one of the two finishers.
- Grapeshot is the default. Each copy deals 1 damage to any target, so you need a storm count at or above the opponent's life total. Split copies onto blockers or planeswalkers only when you have damage to spare.
- Empty the Warrens is the backup. Choose it when you can't reach lethal with Grapeshot but can make enough Goblins that the opponent can't handle them before your next attack.
- Ral, Monsoon Mage can win on his own. If he flips mid-chain, Ral, Leyline Prodigy enters with extra loyalty for every instant and sorcery you've cast this turn. A long enough chain lets you activate −8 immediately: exile eight cards and cast the instants and sorceries among them for free, which keeps the chain going. The −2 can also deal the last 2 damage.
- Artist's Talent at level 3 adds 2 to each noncombat damage event against the opponent. Every Grapeshot copy then deals 3. With only one copy, treat it as an upside draw, not a plan.
The Engine
Your cost reducers are Ruby Medallion, Ral, Monsoon Mage, and level 2 Artist's Talent. They turn rituals from a small mana gain into a real surplus. Reducers only cut generic mana, though, and that sets a floor on how cheap each spell gets:
| Spell | No reducer | One reducer | Two reducers |
|---|---|---|---|
| Pyretic Ritual / Desperate Ritual | Costs 2, nets +1 | Costs 1, nets +2 | Still costs 1, nets +2 |
| Manamorphose | Costs 2, nets 0, draws | Costs 1, nets +1, draws | Still costs 1 |
| Wish | 3 | 2 | 1 |
| Past in Flames | 4 | 3 | 2 |
The takeaway is that the first reducer makes your rituals profitable. The second reducer doesn't help rituals at all. It pays off on Past in Flames, Wish, Hex Magic, and the card-draw spells. Count your mana with this floor in mind.
Card flow keeps the chain from stalling.
- Reckless Impulse and Wrenn's Resolve exile two cards that stay playable through the end of your next turn. Cast them a turn early to "draw" into your combo turn.
- Manamorphose and Twinned Vision replace themselves mid-chain.
- Valakut Awakening trades your dead cards for new ones at instant speed.
- Hex Magic exiles your whole hand and draws that many, and the exiled cards stay playable until the end of your next turn. It's Arcane, so you can splice Desperate Ritual onto it. The splice adds {R}{R}{R} to the resolution, and the revealed Ritual is exiled with the rest of your hand, so you can still cast it.
Past in Flames doubles your chain. Once you've burned through rituals and cantrips, it gives every instant and sorcery in your graveyard flashback for its normal mana cost, and your reducers still apply. It has its own flashback, and Wish can also fetch the sideboard copy. Before you cast it, count the cards in your graveyard. Rituals in the yard are mana and Grapeshot copies waiting to happen. A yard of mostly cantrips needs more mana up front.
Ral, Monsoon Mage brings risk along with the reduction. Every lost coin flip costs you 1 life, and that adds up alongside fetch and shock land payments. If he flips during the chain, you lose his static reduction. Use +1 right away to restore it for the rest of the turn. Save the −8 for when the loyalty from your chain supports it.
The Ideal Game
- Turn 1: Play a land. Fetch only when you need a specific color, and keep your life total healthy. A surveil land is a good turn 1 tapped land.
- Turn 2: Deploy a reducer: Ruby Medallion or Ral, Monsoon Mage. If you already have one, cast Reckless Impulse or Wrenn's Resolve instead to set up next turn.
- Turn 3: With one reducer and three lands, a hand with two rituals, a draw spell, and Wish is often enough to go off. If not, play a second reducer and an impulse spell, and pass with a loaded hand.
- Turn 4: Go off. With two reducers, Past in Flames and Wish are cheap enough that most chains end with lethal Grapeshot.
When to Pull the Trigger
Your posture is proactive but patient. Against slow, non-interactive decks, add another reducer or one more impulse draw before you commit. A bigger chain loses less to a bad draw. Against fast aggro, go off as soon as you can reach a finisher, even with a thin chain, because your life total is the clock that matters. If you expect a counterspell or discard, bait with a card draw spell first, and protect Past in Flames and Wish for the turn you plan to win.
Card Choices & Breakdown
This 60 is built on three axes: cost reducers that make every red spell cheaper, rituals and free spells that turn those discounts into surplus mana, and impulse draw that keeps the chain fed. Every slot falls into one of those groups or into the mana base that casts them.
Cost Reducers (9)
- 4 Ruby Medallion: Every spell in the main deck is red, including the hybrid Manamorphose and Twinned Vision. That makes Medallion a full-coverage discount. With one out, each ritual nets two mana instead of one and Manamorphose adds mana instead of breaking even. Two Medallions stack, which is why you run four and never trim.
- 4 Ral, Monsoon Mage: A second two-mana reducer, limited to instants and sorceries but still covering nearly the whole list. He is legendary, so extras are redundancy rather than stacking. Four copies are the price of finding a reducer on turn two consistently. His coin flips cost you life when you lose them. When you win one mid-chain, he returns as Ral, Leyline Prodigy with one extra loyalty per instant and sorcery cast that turn. Flip him after six or more spells and he enters with enough loyalty to use −8 right away, letting you cast instants and sorceries from the top eight for free. Flipping does remove his static discount, but his +1 restores a discount until your next turn.
- 1 Artist's Talent: Level 1 loots on every noncreature spell, turning dead lands into fresh cards mid-combo. Level 2 is a third reducer. Level 3 adds 2 to each instance of noncombat damage you deal to the opponent, so each Grapeshot copy deals 3. Reaching those levels costs real mana at sorcery speed, which is why it's a single copy for grindy games rather than a core piece.
Rituals and Free Spells (12)
- 4 Pyretic Ritual, 4 Desperate Ritual: Both make three red for two. Under one reducer each nets two mana, and under two reducers each nets three. Desperate Ritual earns its extra value through splice, because Hex Magic and Desperate Ritual itself are both Arcane. Splicing it onto Hex Magic adds three red to the refill spell. The revealed Ritual stays in your hand and gets exiled by Hex, so you can still cast it afterward.
- 4 Manamorphose: Mana-neutral at worst, mana-positive under a reducer, and it replaces itself while adding a spell to the storm count. It also fixes any color, which matters when you Wish for a black or white sideboard card mid-turn.
Card Flow (14)
- 4 Reckless Impulse, 4 Wrenn's Resolve: These are functionally identical, giving you eight copies of the same effect. Each exiles two cards and lets you play them until the end of your next turn. Cast them on the turn before you go off and you bank resources for the big turn, including a land drop.
- 4 Hex Magic: This is the refill engine. You exile your hand, draw the same number, and can play both sets until the end of your next turn, so it effectively doubles your available cards. It costs three, so you want a reducer out first. Fire it with as many cards in hand as possible.
- 2 Valakut Awakening: These are lands 19 and 20 when you need them, and an instant-speed hand fix when you don't. You bottom uncastable cards and draw one extra. Two copies balance flood insurance against filling your land count with spells.
- 2 Twinned Vision: A cantrip from hand. Cast from the graveyard, it draws two instead, whether through its own flashback or through Past in Flames. It's a modest card early and a strong one in the second half of a chain, which is why you run only two.
Engine and Kill (5)
- 3 Past in Flames: Your rituals, impulses, and Hexes come back for their mana cost, still discounted by your reducers. Three in the main is deliberate. A second copy in your opening hand does nothing, the card has its own flashback, and Wish can fetch the fourth from the sideboard.
- 2 Wish: The main deck has no Grapeshot or Empty the Warrens. Wish is the kill. It lets you play a card you own from outside the game, which means the sideboard singletons. Choose Grapeshot when storm is high enough to burn the opponent out. Choose Empty the Warrens when storm is short of lethal or the opponent can't handle a wide board. Choose the sideboard Past in Flames when you need to keep going. Wish itself adds to the storm count. Two copies plus three Past in Flames give the chain enough ways to reach the finish.
The sideboard's Fatal Push and single copies of other cards double as Wish targets. Spend sideboarding slots knowing that every card you take out of the 15 also shrinks what Wish can reach.
Mana Base (18 lands)
- 11 fetches (Arid Mesa, Bloodstained Mire, Scalding Tarn, Wooded Foothills): Every one of them finds Mountain, so you will always find red. The fetches also find each dual: Blood Crypt and Raucous Theater for black, and Sacred Foundry and Elegant Parlor for white. That gives you a second color post-board for Thoughtseize, Fatal Push, or Prismatic Ending, whose converge scales with the number of colors you spend.
- 3 Mountain: The basics are your shock-free fetch targets when your life total is tight. Remember that fetches, shocks, Ral flips, and Thoughtseize all cost life.
- 1 each of Blood Crypt, Sacred Foundry, Raucous Theater, Elegant Parlor: One copy of each dual is enough because you only need the second color post-board. The surveil lands enter tapped, so fetch them on turns you won't spend all your mana. They also let you surveil a land or a spare Past in Flames into the graveyard.
The Decklist
Sixty cards, eighteen lands, and no copy of Grapeshot in the main deck. The kill lives in the sideboard, and Wish lets you "play a card you own from outside the game this turn." That makes the fifteen do two jobs: post-board tuning and an on-demand toolbox mid-combo. Notes on flexible slots are tagged Flex.
Main Deck (60)
| Qty | Card | Note |
|---|---|---|
| 4 | Ruby Medallion | Every spell in the main deck is red, so the discount covers the whole list. |
| 4 | Ral, Monsoon Mage | A second reducer for instants and sorceries. Every coin flip either pings you or can flip him into a planeswalker. |
| 1 | Artist's Talent | Flex. Loots on every spell. At level 3, each Grapeshot copy deals 3 to an opponent instead of 1. |
| 4 | Desperate Ritual | Arcane with splice onto Arcane. Splice it onto Hex Magic. It is revealed, never leaves your hand, and gets exiled and replayed with the rest. |
| 4 | Pyretic Ritual | The fifth through eighth rituals. |
| 4 | Manamorphose | Draws a card and fixes any color, including off-color mana for sideboard cards. |
| 4 | Reckless Impulse | Same text as Wrenn's Resolve, giving you eight copies of the effect. |
| 4 | Wrenn's Resolve | You can play the exiled cards through your next turn, so it's safe to cast early. |
| 4 | Hex Magic | A full-hand refresh that keeps your old cards playable from exile. |
| 2 | Valakut Awakening | Flex. Hand sculpting, or a tapped land (Valakut Stoneforge) when you're short. |
| 2 | Twinned Vision | Flex. Draws two when it isn't cast from hand, so it's best cast with flashback or under Past in Flames. |
| 3 | Past in Flames | Recasts the graveyard. The fourth copy sits in the sideboard. |
| 2 | Wish | Flex on count. Your only main-deck access to the kill cards. |
| 3 | Arid Mesa | All seven non-fetch lands carry the Mountain type, so all eleven fetches find any of them. The split is about availability, not function. |
| 3 | Bloodstained Mire | |
| 2 | Scalding Tarn | |
| 3 | Wooded Foothills | |
| 3 | Mountain | Fetch targets that cost no extra life. |
| 1 | Blood Crypt | Black for Thoughtseize and Fatal Push. |
| 1 | Sacred Foundry | White for Prismatic Ending. |
| 1 | Elegant Parlor | Flex. Enters tapped. The surveil can bin a spell for Past in Flames. |
| 1 | Raucous Theater | Flex. The black version of the same tapped surveil land. |
Sideboard (15)
| Qty | Card | Note |
|---|---|---|
| 1 | Grapeshot | The primary kill, reached with Wish. |
| 1 | Empty the Warrens | The alternate storm finisher when damage won't get there. |
| 1 | Past in Flames | A Wish target that turns a stalled turn back into a full graveyard. |
| 1 | Fatal Push | Flex. A Wishable creature answer. Cracking a fetch that turn turns on revolt. |
| 4 | Prismatic Ending | Converge scales with colors spent. Manamorphose can add colors your lands don't. |
| 3 | Wear/Tear | Flex. A matchup-specific package, also reachable with Wish. |
| 4 | Thoughtseize | Clears a path before you go off, at the cost of 2 life. |
Two things to note when you register. First, the single-copy kill cards only work if you leave them in the sideboard. Siding out Grapeshot or Empty the Warrens to make room cuts your Wish targets. Second, the land count is lean on purpose. Valakut Awakening doubles as a land, and the cheap card draw finds your next drop. The estimated price is about $523.
Mulligan Guide
What Makes a Seven Keepable
This deck's mulligans come down to one question: does the hand reach a lethal turn before the opponent's clock or hate pieces get there? Judge every seven against four parts.
- Two lands minimum. Three is better. The land side of Valakut Awakening counts, but it enters tapped. One-landers are mulligans almost every time, however good the spells look.
- A cost reducer. Ruby Medallion or Ral, Monsoon Mage is what turns your rituals into real mana. With one reducer out, every Desperate Ritual and Pyretic Ritual nets an extra mana. Without one, they only break even.
- Card flow. Reckless Impulse, Wrenn's Resolve, Valakut Awakening, Hex Magic and Manamorphose dig you toward the missing parts.
- A path to a payoff. Wish (which brings in Grapeshot or Empty the Warrens) or Past in Flames in hand is a bonus. Enough card flow to find one is the minimum.
Hands with lands, a reducer and card flow are keeps even without a payoff. Hands with lands and payoffs but no reducer or card flow look explosive but rarely function.
Example Hands
Hand 1: Wooded Foothills, Mountain, Ruby Medallion, Ral, Monsoon Mage, Desperate Ritual, Reckless Impulse, Wish
Verdict: Snap keep. Two reducers, a ritual, a dig spell and a finisher. With both reducers out, Wish costs only {R}, so this hand threatens to win quickly even if the dig spell whiffs.
Hand 2: Arid Mesa, Bloodstained Mire, Mountain, Wrenn's Resolve, Reckless Impulse, Manamorphose, Pyretic Ritual
Verdict: Keep. There's no reducer yet, but three lands and three ways to see more cards make finding one likely. It is slower than Hand 1, so keep it with more confidence on the draw or against slower decks.
Hand 3: Mountain, Desperate Ritual, Pyretic Ritual, Manamorphose, Past in Flames, Wish, Hex Magic
Verdict: Mulligan. It is one land, with no reducer and every expensive card stuck behind mana you don't have. Rituals spent before a reducer lands just trade cards for nothing.
Hand 4: Valakut Awakening, Mountain, Ruby Medallion, Desperate Ritual, Manamorphose, Wrenn's Resolve, Twinned Vision
Verdict: Keep, and plan your land drops. Play Valakut Awakening as its land side on turn one, because it enters tapped. That leaves Mountain to add a second mana on turn two for Ruby Medallion. If you play the tapped land second, the hand loses a full turn.
Hand 5: Scalding Tarn, Mountain, Sacred Foundry, Raucous Theater, Elegant Parlor, Pyretic Ritual, Past in Flames
Verdict: Mulligan. It has five lands, two of them tapped, with no reducer, no card flow and a payoff with nothing to feed it. You would be relying on every draw to rebuild the engine. A six-card hand with a real engine is better.
Hand 6: Bloodstained Mire, Elegant Parlor, Ral, Monsoon Mage, Valakut Awakening, Hex Magic, Pyretic Ritual, Desperate Ritual
Verdict: Keep. It has two lands plus Valakut Awakening as a third. Play the Elegant Parlor turn one so its surveil happens early and the tapped entry costs nothing. That lets you cast Ral, Monsoon Mage on turn two. Hex Magic and Valakut Awakening both swap out dead cards later in the game.
On the Play vs. On the Draw
On the play, you need the hand to work on schedule: a reducer on turn two and a real threat to go off within the next turn or two. Hands like Hand 2 are fine, but they need to find their reducer quickly.
On the draw, the extra card makes reducer-light hands with heavy card flow better. You can also keep a three-land hand with two dig spells and no reducer more freely. One-landers do not get better on the draw. The deck needs to reach three or four mana in play to function, and one extra card does not fix that often enough.
Matchup Adjustments
Aggro and prowess (Boros Aggro, UR Cutter Prowess, 5c Domain Aggro): Speed and life total matter most. A hand that needs four or five turns is a mulligan here even if it would be a fine keep against control. Fetches and shocks cost life, and losing Ral, Monsoon Mage's coin flips deals damage to you, so count those costs. Ral, Monsoon Mage is also a 1/3 body that can block while it reduces costs. That makes it the better reducer to have in these hands.
Broodscale Bloodchief: This was the most-represented archetype in recent Top 8s, at 82 of 460 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). Treat game one as a race and keep hands that can go off early. After sideboarding, Trinisphere appeared in nearly every one of those lists (source: MTGTop8, 2026-10-01 to 2026-10-18). Value sevens that have Prismatic Ending or Wear/Tear alongside a functioning engine. Avoid sevens that depend on one fragile piece.
Control (Dimir Control, UW Control): Being too slow costs less here, and running out of cards costs more. Keep hands with lots of card flow, such as multiple dig spells, Hex Magic or Valakut Awakening, even if they don't threaten an early kill.
Post-board color checks: Thoughtseize needs black and Prismatic Ending needs white. Your colored sources for those are Blood Crypt, Raucous Theater, Sacred Foundry and Elegant Parlor, and every fetch in the list can find one. A sideboarded seven with Thoughtseize but no fetch or black land is effectively a six-card hand, so keep it only if the rest of the hand is strong.
Graveyard hate: If the opponent shows graveyard hate in game one, prefer hands built around Wish over hands built around Past in Flames for the rest of the match.
Sequencing & Key Lines
Turns 1–2: Land the Reducer, Not the Combo
Your first land is almost always a tapped one if you have it: Elegant Parlor, Raucous Theater, or the land side of Valakut Awakening cost you nothing on turn one. Fetch basic Mountain before you pay 2 life for Blood Crypt or Sacred Foundry. Your life total funds Ral, Monsoon Mage coin flips and post-board Thoughtseize, so don't spend it early.
On turn two, choose between Ruby Medallion and Ral based on the opponent's removal:
- Medallion first against creature removal. Lightning Bolt is in all 30 UR Cutter Prowess Top 8 lists and Dismember in 79 of 82 Broodscale Bloodchief Top 8 lists (source: MTGTop8, 2026-10-01 to 2026-10-18). The artifact survives that removal, and it makes turn-three Ral cost a single red, leaving mana for an impulse spell.
- Ral first when the opponent shows no cheap removal. Every turn-three spell then starts generating flips.
Turn 3: Dig Before You Drop the Land
If you can cast Reckless Impulse or Wrenn's Resolve off the lands already in play, do it before your land drop. If you exile a land, you play it from exile and keep the land in hand for tomorrow. Those cards stay playable through the end of your next turn, so a turn-three impulse spell is really cards for your turn-four combo.
Hold Valakut Awakening for the opponent's end step. Bottom the cards you can't use, such as excess lands and a second Past in Flames with no fuel, and keep the reducers and rituals.
The Go Turn: Order of Operations
- Deploy every reducer first. Stacked reducers can't reduce colored mana, so a second reducer does nothing for the rituals. It makes Hex Magic, Wish, Valakut Awakening, and Past in Flames each cost one less.
- Chain rituals and Manamorphose. With Medallion out, each ritual costs {R} and nets two mana. Manamorphose replaces itself and nets one.
- Cast Hex Magic with your hand as full as possible. Hex Magic exiles your hand and draws that many, and the exiled cards stay playable. Every card still in hand doubles in value. Splice Desperate Ritual onto it: the spliced copy gets exiled with the rest of your hand, so you can still cast it from exile. With both reducers, Hex Magic plus splice costs three mana and makes {R}{R}{R} back.
- Cast Past in Flames once your graveyard holds the rituals. Every ritual recast is more mana and more storm. Use Past in Flames' flashback cost on Twinned Vision instead of its own. Cast from the graveyard, it draws two for {1}{U/R}, or a single {U/R} under Medallion. If Hex Magic is already in the yard, it can be flashed back for a second refill.
- Cast Wish last. Count storm out loud before you cast it, remembering that Wish itself counts. Grapeshot gets one copy for each spell cast before it this turn. With Artist's Talent at level 3, every copy aimed at the opponent deals 3. A Wish recast through Past in Flames fetches Empty the Warrens or the sideboard Past in Flames.
Branch Point: When to Flip Ral
The flip is optional. Once Ral transforms, the creature's cost reduction disappears immediately.
- Off-turn plays (impulse turns): flipping trades a creature that dies to burn for a planeswalker. Take the flip if creature removal is likely and you aren't comboing this turn.
- Combo turn: decline flips until the triggering spell is your sixth instant or sorcery this turn. Ral then enters with 8 loyalty and can use −8 immediately. Every instant or sorcery cast free off those eight cards adds storm at zero mana.
- Early flip at low loyalty: if you flip with fewer spells cast, use +1 right away. It restores the reduction until your next turn. Don't −2 mid-chain unless the 2 damage wins the game.
Grapeshot or Empty the Warrens?
Choose based on whether you can kill this turn:
- Grapeshot when it's lethal, or when you need to split copies to clear blockers and still survive.
- Empty the Warrens when you're short of lethal and the opponent's clock is slow. Goblins win over two turns, while half a Grapeshot to the face rarely does.
- Two Wishes available (one in hand, one recast through Past in Flames): Empty the Warrens first, Grapeshot second. The Goblins get the bigger storm count without costing you the burn finish.
Playing Around the Common Interaction
Graveyard hate. Grafdigger's Cage is in the sideboard of every Broodscale Bloodchief Top 8 list, Soul-Guide Lantern is in 74 of those 82 main decks, and Tormod's Crypt is in 21 of 30 UR Cutter Prowess sideboards (source: MTGTop8, 2026-10-01 to 2026-10-18). When graveyard hate is on the table or likely, don't commit your turn to Past in Flames. Cards exiled by Hex Magic and the impulse spells sit in exile, not the graveyard, so graveyard hate can't touch them. Build the turn around those, Ral's −8, and a hand-cast Wish.
Counterspells. Spell Pierce is in 25 of 30 UR Cutter Prowess sideboards (source: MTGTop8, 2026-10-01 to 2026-10-18). Against an untapped blue opponent, lead with a spell you can afford to lose, like an impulse spell or Hex Magic. Keep spare mana floating before casting Past in Flames or Wish rather than tapping out for the first one.
Life total. Lost flips, fetches, shocks, and Thoughtseize all take your life. Against aggro, stop cracking fetches you don't need before your go turn.
Matchup Matrix
| Matchup | Strategy | Verdict | What decides it |
|---|---|---|---|
| Broodscale Bloodchief | Proactive Eldrazi/artifact midrange | Even | Whether you can beat or remove their sideboard hate |
| UR Cutter Prowess | Tempo aggro | Even | Your goldfish speed against their cheap interaction |
| Rakdos Delirium | Disruptive midrange | Even | Rebuilding a hand after discard |
| Boros Aggro | Aggro | Favored | Your life total on the combo turn |
| Scepter Chant | Combo | Even | Who executes first, and Thoughtseize timing |
| Pinnacle Affinity | Artifact aggro | Even | Racing their fastest starts |
| Counterspell control | Control | Unfavored | Resolving a key spell through counters |
| Other combo and graveyard decks | Combo | Even | Raw speed |
| Big mana and ramp | Ramp | Favored | Going off before their payoff lands |
Broodscale Bloodchief
This is the deck you will face most. It took 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). Game 1 is a race in which neither side interacts much, so mulligan for speed and goldfish.
Games 2 and 3 are where this matchup is decided. In those same Top 8 lists, Grafdigger's Cage appears in all 82 sideboards, Trinisphere in 79 and Pithing Needle in 61 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).
- Prioritize hands with Thoughtseize so you can strip a hate piece before it lands.
- Keep hands with Prismatic Ending so you can exile a hate piece after it lands. Fetch for enough colors to cover the mana value of the piece you expect.
- Lean on Wrenn's Resolve, Reckless Impulse and Hex Magic. They generate cards from exile rather than the graveyard, so they keep you functional when Past in Flames is not the plan.
For their side of the matchup, see our Broodscale Bloodchief Modern guide.
UR Cutter Prowess
They are fast, and after sideboarding they bring cheap interaction. Consign to Memory appears in 29 of 30 Top 8 sideboards, Spell Pierce in 25 and Spell Snare in 24 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18).
- Lead with the spell you care least about. Make them use a counter on a cantrip, not on Wish or Past in Flames.
- Bring in Fatal Push for an early threat that qualifies.
- When you go off, Wish for Grapeshot over Empty the Warrens. Grapeshot copies can be split between clearing blockers and hitting face.
- Watch your life total. Ral, Monsoon Mage costs you 1 on every lost flip.
See our UR Cutter Prowess Modern guide.
Rakdos Delirium
Expect the disruption a black-red midrange deck carries: discard and cheap removal for Ral, Monsoon Mage.
- Hex Magic and Valakut Awakening refill a hand that discard has picked apart.
- The impulse draws from Wrenn's Resolve and Reckless Impulse sit in exile, where discard cannot reach them.
- Do not overextend on a single Ral. Make sure the turn still works if Ral dies in response.
See our Rakdos Delirium Modern guide.
Boros Aggro
A fair creature deck gives you time, and time is what you need.
- Sideboard in Fatal Push.
- Fetch and shock conservatively, because fetches and shocks cost life.
- Grapeshot doubles as a sweeper. Assign copies to their creatures when you cannot kill them that turn.
- A leveled Artist's Talent adds 2 to each Grapeshot copy that hits them or their permanents. Even a short storm count can clear a board.
See our Boros Aggro Modern guide.
Scepter Chant
This is a combo race. Treat Thoughtseize as your best card: take their key piece the turn before you would otherwise lose the race. Prismatic Ending gives you a second chance against a permanent that has already landed. Plan your combo turn around what they can still do with untapped mana.
See our Scepter Chant Modern guide.
Pinnacle Affinity
Their fastest draws can outrun you, and their average draws cannot. Bring in Wear/Tear and Fatal Push for their most important permanents, and still prioritize speed over interaction. Grapeshot through a cluttered board matters more than Goblins, which can be blocked.
See our Pinnacle Affinity Modern guide.
Counterspell control
Control is a smaller slice of the field but a real one: UW Control took 1st and 2nd at the 1,228-player Los Angeles Regional Championship (source: MTGTop8, 2026-10-10).
- Use Thoughtseize to clear the way before a big turn.
- Make them act at your end step with the instant-speed card flow from Valakut Awakening and Twinned Vision.
- Bait with Wish to see which side of the combo they hold up for.
- Empty the Warrens is your best Wish target here. A wide Goblin board pressures a deck built to answer one spell at a time.
Other combo and graveyard decks
These are pure races. Ship slow hands, keep aggressive ones, and use Thoughtseize on the card that ends the game soonest.
Big mana and ramp
Ramp decks spend early turns developing rather than interacting, which is exactly the window you want. Goldfish a turn ahead of their payoff and save Prismatic Ending for anything that stops you casting spells.
Sideboard / Tech Guide
How the 15 Is Built
The sideboard has two separate jobs. The singletons (Grapeshot, Empty the Warrens, the fourth Past in Flames, Fatal Push) are your Wish package. Wish plays a card you own from outside the game, and the main deck has no finisher of its own, so these four are how you actually win. The other eleven cards (Prismatic Ending, Wear/Tear, Thoughtseize) are the real sideboard and are the only cards you should be swapping in and out.
The rule: do not board in the Wish targets unless you mean to. If you move Grapeshot into the main deck, it can turn up in your library, but Wish can't reach it anymore. The one deliberate exception is the fourth Past in Flames against control, covered below.
Default Cuts
Your cuts come in a fixed order. Valakut Awakening and Twinned Vision go first because they are card flow, and the deck has plenty of that. Artist's Talent goes next because it is a slow do-nothing permanent when you need tempo. After that, trim Hex Magic in matchups where a sorcery-speed three-drop runs into counters. Never cut Wish, the rituals, Manamorphose, Ruby Medallion, or Ral, Monsoon Mage.
| Opponent type | In | Out |
|---|---|---|
| Broodscale Bloodchief | +4 Prismatic Ending, +2 Thoughtseize | -2 Twinned Vision, -2 Valakut Awakening, -1 Artist's Talent, -1 Hex Magic |
| Pinnacle Affinity | +3 Wear/Tear, +2 Prismatic Ending | -2 Twinned Vision, -2 Valakut Awakening, -1 Artist's Talent |
| UR Cutter Prowess | +2 Prismatic Ending | -2 Twinned Vision |
| Boros Aggro, 5c Domain Aggro, Rakdos Delirium | +2 Prismatic Ending | -2 Valakut Awakening |
| Combo (Scepter Chant, Devoted Combo, Living End, Instant Reanimator, Amulet Titan, UrzaTron) | +4 Thoughtseize | -2 Twinned Vision, -2 Valakut Awakening |
| Dimir Control, UW Control | +4 Thoughtseize, +1 Past in Flames | -1 Artist's Talent, -2 Twinned Vision, -2 Hex Magic |
Broodscale Bloodchief
Their sideboard is built to stop you. Grafdigger's Cage appeared in all 82 Top 8 lists, Trinisphere in 79, and Pithing Needle in 61 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect hate permanents in games 2 and 3.
- Prismatic Ending is the main card here. It exiles a nonland permanent with mana value up to the number of colors you spent on it. Sequence your lands so you can actually pay for it: Sacred Foundry and Elegant Parlor give you white, Blood Crypt and Raucous Theater give you black, and Manamorphose can make any two colors.
- Two Thoughtseize let you take the hate piece before it resolves, and they show you when it's safe to go off.
Clear the hate first, then combo. Don't fire off a partial chain into a hate piece you already know is there.
Pinnacle Affinity
Wear/Tear is in the 15 for this matchup. Pair it with two Prismatic Ending and treat the first few turns as a disruption window. Then combo on the turn they tap low. Keep Fatal Push as a Wish target rather than boarding it in.
UR Cutter Prowess
This is a race, so make minimal changes. Their sideboard is heavy on stack interaction: Consign to Memory in 29 of 30 Top 8 lists, Spell Pierce in 25, Meltdown in 22 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Two Prismatic Ending give you a way to answer Cori-Steel Cutter if you can spend enough colors.
Leave Thoughtseize in the board. The life loss is a real cost against burn and prowess, and you are usually the faster deck anyway. Fatal Push through Wish is your emergency answer to a creature. Remember that cracking a fetchland enables revolt, which raises its range from mana value 2 to mana value 4.
Other Aggro and Midrange
Against Boros Aggro, 5c Domain Aggro, and Rakdos Delirium, change as little as possible. Two Prismatic Ending replace Valakut Awakening to give you a way to handle a key threat. Skip Thoughtseize here: paying 2 life to take one card helps them race you. Esper Blink is closer to fair midrange, so the same light-touch plan applies.
Combo
All four Thoughtseize come in. In combo mirrors, the turn you spend stripping their key piece usually decides the game, and the life cost rarely matters against decks that aren't attacking you. Cast it on turn 1 when you can, then go off on your own schedule. Keep Grapeshot available through Wish. Against creature-based combo, Empty the Warrens is the backup when Grapeshot can't do enough.
Control
Against counterspell decks, you win by being able to rebuild after they stop you. Thoughtseize takes their counter on your combo turn. The fourth Past in Flames goes into the main deck so you have more redundancy against a counter or discard. That is the one time you give up a Wish target on purpose.
Cut two Hex Magic, because a three-mana sorcery is easy for them to counter. Keep both Valakut Awakening: at instant speed, it lets you dig at their end step and then untap with a full grip.
Adjusting for the Field
If your local field leans toward artifact strategies, Wear/Tear has earned its three slots. If you're seeing mostly blue counter decks, a fourth Thoughtseize is already in place, and the Wear/Tear slots are where you'd make room for more.
Broodscale Bloodchief took 82 of 460 Top 8 slots (source: MTGTop8 event pages, 2026-10-01 to 2026-10-18), so the four Prismatic Ending are the slots you should cut last.
Tech Choices & Variations
Most of this 60 is fixed. Roughly eight main-deck slots, the off-color lands, and the sideboard split are where you can tune without breaking the engine.
The Locked Core
Leave these at four: Ruby Medallion, Ral, Monsoon Mage, Desperate Ritual, Pyretic Ritual, Manamorphose, Reckless Impulse and Wrenn's Resolve. The two reducer packages are why your rituals make net mana. The eight copies of the exile-two-cards effect are your card flow. If you cut any of these, you are playing a different deck.
Main-Deck Flex Slots
| Slot | Swap | You gain | You give up |
|---|---|---|---|
| 2 Wish | 1 Wish → 1 Grapeshot main | A two-mana finisher in the 60 that doesn't depend on your 15 | The ability to choose Empty the Warrens or an extra Past in Flames mid-combo |
| 1 Artist's Talent | +1 copy, −1 Twinned Vision | More looting, and more chances at a level-3 kill | An instant-speed cantrip that scales with flashback |
| 2 Twinned Vision | −1 for a third Valakut Awakening | A land drop on mana-light draws, and a bigger hand reset | Cheap draws that you can rebuy from the graveyard |
| 4 Hex Magic | −1 for a fourth Past in Flames | More reach on long turns | A refill that turns your spent hand into new cards |
Wish vs. main-deck Grapeshot. The list registers no finisher in the main 60. Wish lets you play a card you own from outside the game. That makes the singleton Grapeshot, Empty the Warrens and fourth Past in Flames in the 15 your kill package. Wish is a sorcery, so Past in Flames gives it flashback, and one big turn can fetch twice. A main Grapeshot is cheaper and more direct. But it locks you into one kill mode and can be a dead draw early.
Artist's Talent. Level 1 loots on every noncreature spell. Level 2 stacks as a third cost reducer. Level 3 makes each Grapeshot copy deal 3 damage to the opponent instead of 1, which shrinks the storm count you need to kill. The catch is that the level costs aren't spells, so Ruby Medallion and Ral, Monsoon Mage don't discount them. A second copy only makes sense in slower fields where you have turns to spend leveling.
Twinned Vision. It draws two whenever it isn't cast from your hand. Under Past in Flames, you can recast it from the graveyard for its regular mana cost, which is cheaper than its own flashback cost. It overperforms on long combo turns and is mediocre in your opening hand.
Mana Base
The four non-basic duals are there to cast your sideboard:
- Blood Crypt and Raucous Theater provide black for Thoughtseize and Fatal Push.
- Sacred Foundry and Elegant Parlor provide white for Prismatic Ending.
- Arid Mesa finds the Mountain Plains duals, and Bloodstained Mire finds the Swamp Mountain duals.
If you expect to bring in all four Thoughtseize often, swap a Mountain for a second Raucous Theater. You give up an untapped basic for black access. Against fast aggro, count your life costs. Fetch-and-shock costs 3 life before you cast a spell, and every lost coin flip on Ral, Monsoon Mage costs 1 more. In those fields, take your shocklands tapped whenever the tempo allows.
Tuning for Your Local Field
Broodscale Bloodchief is the deck to plan around. It held 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). In that same data, its sideboards ran Grafdigger's Cage in all 82 lists, Trinisphere in 79 and Pithing Needle in 61 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). If that deck is common at your store:
- Keep all four Prismatic Ending and three Wear/Tear as your answers to hate permanents.
- Keep both white sources so converge can count more than one color. Manamorphose can add any colors, which helps push the number higher.
Creature decks fill much of the rest of the field. UR Cutter Prowess had 30 slots, Rakdos Delirium 29 and Boros Aggro 24 (source: MTGTop8, 2026-10-01 to 2026-10-18). Against a field heavy on those:
- Empty the Warrens earns its place as a Wish target that buys time.
- Fatal Push gets better because a cracked fetchland turns on revolt.
- A second Fatal Push can replace a Thoughtseize, since discard is a poor trade when they have cards on the board.
UR Cutter Prowess sideboards ran Spell Pierce in 25 of 30 lists and Consign to Memory in 29 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Against that deck after sideboarding, and against slower interactive decks like control or Scepter Chant, Thoughtseize is your best card. Its job is to clear the counter before you go off.
If you need sideboard room for extra interaction, the fourth Past in Flames is the first slot to trim, since three copies already sit in the main. The singleton Grapeshot is the one card in your 15 you never cut.
Budget Options
The list runs about $523 at TCGplayer market prices, and most of that is in the mana base, not the engine. Every land in the deck is either a basic Mountain or a land with the Mountain type, and the main deck can be cast entirely with red mana. That makes Ruby Storm easy to build on a budget: you can cut a lot of the cost before you touch a single card that actually comboes.
Where the Money Likely Is
- The 11 fetchlands: 3 Arid Mesa, 3 Bloodstained Mire, 2 Scalding Tarn, 3 Wooded Foothills. This is almost certainly the biggest share of the total.
- The shocklands: Blood Crypt and Sacred Foundry.
- Sideboard Thoughtseize: four copies of a long-standing format staple.
- The engine: Ruby Medallion, Ral, Monsoon Mage, Past in Flames and Wish. These are worth checking before you buy, but they are not where you save money. More on that below.
The Budget Build
Every fetch in this list finds a Mountain, and every nonbasic here is a Mountain. That means the fetches do no color work in game 1. Their job is to find Blood Crypt or Sacred Foundry untapped for your black and white sideboard cards. If you strip that out, the main deck plays almost the same.
| Cut | Add | What changes |
|---|---|---|
| 11 fetchlands, Blood Crypt, Sacred Foundry | 11 Mountain, 1 Elegant Parlor, 1 Raucous Theater | Lands go to 14 Mountain, 2 Elegant Parlor, 2 Raucous Theater. You keep two black and two white sources for the sideboard, but they enter tapped. |
| 4 Thoughtseize | Extra copies of sideboard cards you already run, chosen for your expected matchups | You lose proactive disruption. Details below. |
Keep Fatal Push and the four Prismatic Ending. With red and white spent, Prismatic Ending still exiles a permanent with mana value 2 or less. That covers most of what you would cut it to answer.
What You Actually Give Up
- Untapped colors after sideboarding. Your only black and white sources now enter tapped. A turn-one Thoughtseize or a same-turn Prismatic Ending off a fresh land is no longer possible, and every tapped land you play costs you a turn of tempo.
- Revolt on Fatal Push. Cracking a fetch is a permanent leaving the battlefield, which turns Fatal Push into an answer for mana value 4 or less. On basics, you are capped at 2 unless something else leaves play.
- Shuffles. You can no longer reset a bad top card before Reckless Impulse or Wrenn's Resolve. The reverse also applies: a card you chose to keep on top with surveil can never be shuffled away by accident.
- Hand disruption. No card in this list replaces Thoughtseize. Against decks that hold up counterspells or land a hate piece before you combo, you are now racing blind. Expect those matchups to get worse.
There is one small upside. With no fetches or shocks, your mana base costs zero life. That matters on turns when Ral, Monsoon Mage loses several coin flips in a row.
Upgrade Path
- Blood Crypt and Sacred Foundry first. Swap them in for the second Raucous Theater and Elegant Parlor. These two lands give you untapped access to both splash colors, which is the most impactful upgrade per dollar.
- Thoughtseize second. Once you have an untapped black source, your sideboard gets back its strongest tool against interactive decks.
- Fetchlands last, in any order. Each of them finds every land in this deck, so buy whichever one is cheapest when you shop. Replace one Mountain per fetch. Keep at least three basic Mountain in the final build so your fetches always have a target.
What Not to Cut
Don't swap out Ruby Medallion, Ral, Monsoon Mage, Past in Flames, Manamorphose, Desperate Ritual, Pyretic Ritual or the draw suite. Those cards are the deck. A Ruby Storm list with fewer cost reducers or rituals is simply a worse combo deck, not a cheaper version of this one.
The same goes for the Wish targets. The sideboard Grapeshot, Empty the Warrens and fourth Past in Flames are how Wish wins games, so they stay in at every budget level.
If something in the engine is out of reach, wait and buy it before you play a cut-down version. The basic-land build above loses some sideboard flexibility. Cutting engine pieces loses the deck.
Common Mistakes
1. Starting the chain before you've done the math
The most expensive error is firing the first ritual "to see what happens." Before you commit, count your mana, your storm count, and your finisher. Cost reducers only shave generic mana. With either Ruby Medallion or Ral, Monsoon Mage out, Desperate Ritual and Pyretic Ritual cost {R} and net two mana. A second reducer doesn't make them cheaper, but it does keep cutting Past in Flames, Hex Magic, and Wish. Know exactly how Wish into Grapeshot gets paid for at the end. If Artist's Talent is at level 3, each Grapeshot copy that hits the opponent deals 3, not 1. That changes how much storm you need, so recount once it's online. If the numbers don't close, sculpt instead of going off.
2. Casting Past in Flames too early
Past in Flames gives flashback to the instants and sorceries in your graveyard when it resolves. Anything that hits the yard later doesn't get flashback. Cards exiled by Hex Magic, Reckless Impulse, or Wrenn's Resolve aren't in your graveyard until you cast them and they resolve. So burn through the rituals and Manamorphose you have access to first, then cast Past in Flames. Casting it with a thin graveyard throws away your best engine piece. Keep the fourth copy in mind too: Wish can fetch it from the sideboard when the hardcast one has already been used.
3. Taking every Ral flip
Each time you win the coin flip, you may exile Ral, Monsoon Mage. You don't have to, and you shouldn't on autopilot. Flipping turns off his creature-side cost reduction for every spell after that. Ral, Leyline Prodigy enters with 2 loyalty plus one for each instant and sorcery you've cast this turn. Flip him two spells in and you get a small walker. Flip him six spells in and he enters at 8 or more, so his −8 is available immediately and can cast free spells off the top of your library.
If you flip mid-chain and still need the discount, use +1 to restore the instant and sorcery reduction. Remember that you get only one loyalty activation per turn, so +1, −2, and −8 compete with each other. Don't flip just because you won the flip. Flip when the loyalty or the −2 actually advances your turn.
4. Playing your land before your impulse draws
Reckless Impulse and Wrenn's Resolve let you play the exiled cards, and that includes lands. If you're short on land drops, cast them before you play a land so a hit becomes this turn's land drop. Play the land first and an exiled land just sits there until next turn. When you're flush on lands, the reverse can be correct: play the land, keep an extra mana up, and cast the draw spell second.
5. Hex Magic as a durdle
Hex Magic exiles your hand and draws that many. You can play the exiled cards only until the end of your next turn. If you cast it to "improve your hand" on a turn when you can't go off by next turn, you risk losing everything it exiled. Cast it on the turn you're going off, or the turn before a turn you can guarantee. Hex Magic is Arcane, so also look to splice Desperate Ritual onto it. You get {R}{R}{R} added to the spell, and the revealed Ritual stays in your hand to be exiled and replayed.
6. Burning your basics, your colors, and your life
The list has eleven fetchlands but only three basic Mountains. Fetch shocklands and surveil lands early when you can afford it, and save the basics for when you can't pay life.
After sideboarding, plan your colors. Thoughtseize and Fatal Push need {B} from Blood Crypt or Raucous Theater. Prismatic Ending counts colors spent, so fetch Sacred Foundry and Blood Crypt when you might need to exile a two-drop. Manamorphose can supply any colors to help converge.
Against aggressive decks, add up the life you pay: fetches, shocks, Thoughtseize, and every lost Ral flip. A turn where you go off at 3 life loses to anything that deals 3.
7. Misreading the small engines
Leveling Artist's Talent is an activated ability, not a spell. Neither Ruby Medallion nor Ral discounts it, so budget the full {2}{R}.
Use Talent's rummage to pitch instants and sorceries you can recast with Past in Flames, not to dig blindly.
When Past in Flames is active, Twinned Vision has two flashback options. Choose the one granted by Past in Flames: it costs its mana cost and doesn't require a discard. You draw two either way.
Valakut Awakening is a land only when you truly need the drop. Its spell side is how you reset a hand of dead rituals.
Tournament Prep & Final Notes
What to Practice
Goldfish until you can count mana, storm count, and cards in exile without writing anything down. A Ruby Storm turn has a lot of moving parts: Ruby Medallion discounts, Ral, Monsoon Mage discounts, a pile of exiled cards from Wrenn's Resolve, Reckless Impulse, and Hex Magic, and a graveyard you plan to rebuy with Past in Flames. Practice saying the storm count out loud with every spell, in paper and online. If you lose track, you will either stop a spell short or fire Wish for Grapeshot a turn early.
Drill the Wish lines specifically. Your main deck has no Grapeshot or Empty the Warrens. Wish is how you reach them, along with the fourth Past in Flames in the 15. After every sideboarding decision, check what is still in your sideboard for Wish to find. Never board out the cards your Wish needs.
Practice life management too. Fetches, shocks, Thoughtseize, and Ral, Monsoon Mage coin flips all cost life, and a long turn can flip several coins. Against aggressive decks, plan your fetch and shock payments around how many flips you expect to take.
Rules Interactions to Know Cold
- Discounts only cut generic mana. Ruby Medallion, Ral, Monsoon Mage, and level 2 Artist's Talent each take off {1}. A Desperate Ritual or Pyretic Ritual still costs {R} no matter how many reducers you have. Extra reducers help your three- and four-drops, not your rituals.
- Flashback is still casting. Spells cast with Past in Flames flashback get your discounts, and so does Past in Flames's own {4}{R} flashback. They also add to the storm count and trigger Ral's coin flip.
- Twinned Vision draws two whenever it isn't cast from your hand. That includes flashback and casting it from exile off Wrenn's Resolve, Reckless Impulse, or Hex Magic. Its own flashback also requires discarding a card.
- Splicing onto Hex Magic. Both Hex Magic and Desperate Ritual are Arcane. Reveal a Desperate Ritual and pay {1}{R} to add {R}{R}{R} to the spell. The revealed Ritual stays in your hand, so Hex Magic exiles it with everything else. That means it counts toward the cards you draw, and you can still play it until the end of your next turn.
- Exile is not the graveyard. Cards exiled by Hex Magic or the impulse spells only reach your graveyard once you cast them. Exiled cards you never cast are not there for Past in Flames to rebuy. You can also play lands from that exile, which uses your land drop.
- Ral's flip is optional. When you win the coin flip, you may exile Ral, not must. The flipped side loses the static discount, and its +1 only restores a discount until your next turn. Ral, Leyline Prodigy enters with extra loyalty for each instant and sorcery you've cast this turn, including the spell that triggered the flip. It needs 8 loyalty for the −8. Its −2 never draws you a card, because this list has no blue permanents.
- Level 3 Artist's Talent adds 2 to each instance of noncombat damage from your sources to an opponent or their permanents. Every Grapeshot copy deals 3, which roughly cuts the storm count you need to a third. Ral's −2 split across two targets adds 2 to each.
- Every fetch finds every dual here. Sacred Foundry, Blood Crypt, Elegant Parlor, and Raucous Theater are all Mountains. Any of your fetches can find white for Prismatic Ending or black for Thoughtseize and Fatal Push. Manamorphose also produces any color, which helps when you need more colors for Prismatic Ending's converge.
Preparing for the Field
The most recent data available ends eleven days before this event. Broodscale Bloodchief was the deck to prepare for, holding 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). Its sideboard matters most to you. Grafdigger's Cage appeared in all 82 of those lists and Trinisphere in 79 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Assume you will see sideboard hate in games two and three against that deck. Spend practice games on those post-board games, not on game ones.
UR Cutter Prowess was next with 30 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18). It is a fast deck, so rehearse games where your life total limits your turn. The 2026-10-12 announcement made no Modern changes, and the next is scheduled for 2026-11-30 (source: Wizards of the Coast, announced 2026-10-12), so the card pool you are preparing for should not change before this event.
Time Management
Your combo turns are long, and a slow turn costs you time against every opponent, not just the slow decks. Two habits help:
- Decide before you start. Before your first ritual, decide whether this is the kill turn or a setup turn. Then execute without second-guessing each spell.
- Make setup turns fast. Playing a land, Ruby Medallion, and passing should take seconds. Save your thinking time for the turn that wins.
Shuffle efficiently after fetches in paper. Online, keep an eye on your timer before a Past in Flames loop, not during it.
Final Assessment
This list won a 51-player MTGO Challenge on 2026-10-29. Its construction shows clear priorities:
- Redundancy over raw power. It plays eight rituals, eight impulse draws, and three separate cost reducers in Ruby Medallion, Ral, Monsoon Mage, and Artist's Talent.
- A flexible kill. Wish lets you choose between Grapeshot and Empty the Warrens depending on what the opponent can handle.
- A deep sideboard. Thoughtseize, Prismatic Ending, and Wear/Tear give you real interaction after game one.
The trade-off is complexity. The deck rewards players who count precisely and punishes autopilot. If you put in the reps, you are piloting a proactive combo deck that can win through a wide range of opposing strategies. If you don't, you will lose games the cards should have won.
Frequently Asked Questions
How does Ruby Storm Modern win a game?
It wins in one turn by lowering spell costs, chaining mana-positive rituals and card draw, regrowing them with Past in Flames, and finishing with a storm spell fetched through Wish. The main deck has no Grapeshot or Empty the Warrens; both sit in the sideboard for Wish to reach.
Why are Grapeshot and Empty the Warrens in the sideboard instead of the main deck?
Wish lets you play a card you own from outside the game, so keeping the finishers in the sideboard lets you choose between them in the moment. Use Grapeshot when the opponent's life total is in reach, and Empty the Warrens when it isn't but they can't handle a wide board.
What are the key cards in Ruby Storm?
The cost reducers Ruby Medallion and Ral, Monsoon Mage, the rituals Desperate Ritual and Pyretic Ritual, Manamorphose, the card flow from Reckless Impulse, Wrenn's Resolve and Hex Magic, plus Past in Flames and Wish. The guide says to leave the reducers, rituals, Manamorphose and the impulse spells at four copies.
Does a second cost reducer make the rituals cheaper?
No. Reducers only cut generic mana, so a ritual still costs {R} no matter how many reducers you have. A second reducer pays off on Past in Flames, Wish, Hex Magic and Valakut Awakening.
What are Ruby Storm's hardest matchups?
The guide rates counterspell control as unfavored, where the deciding factor is resolving a key spell through counters. Broodscale Bloodchief is the most common opponent and is decided by whether you can beat or remove their sideboard hate like Grafdigger's Cage and Trinisphere.
How can I build Ruby Storm on a budget?
Cut the 11 fetchlands, Blood Crypt and Sacred Foundry for basic Mountain plus extra Elegant Parlor and Raucous Theater, and replace Thoughtseize with extra copies of sideboard cards you already run. You give up untapped splash colors, revolt on Fatal Push, shuffles and hand disruption, but never cut the engine cards or the Wish targets.
When should I flip Ral, Monsoon Mage during a combo turn?
The flip is optional, and flipping removes his cost reduction. On the combo turn, decline flips until the triggering spell is your sixth instant or sorcery, so Ral enters with enough loyalty to use −8 immediately. If you flip early, use +1 right away to restore the reduction.
What should I practice before taking Ruby Storm to a tournament?
Goldfish until you can track mana, storm count and cards in exile without writing anything down, and say the storm count out loud with every spell. Drill the Wish lines and check your sideboard after every sideboarding decision, and practice managing life lost to fetches, shocks, Thoughtseize and Ral coin flips.
Metagame Context
Built from _Shikamaru_'s 1st Place list at MTGO Challenge 32 (51 players, 2026-10-29), via MTGTop8. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-01 to 2026-10-19, drawn from MTGTop8; Wizards of the Coast. Card text and prices: Scryfall.
Buy This Deck
Full decklist — about $523 for regular printings of each card, as of Oct 31, 2026. Links go to TCGPlayer and may earn us a small commission at no cost to you.
Buy the full deck on TCGplayerAffiliate link. Opens TCGplayer with every card in this list, in the exact printings this player used, which can include pricier alt arts, so the total may be higher than the estimate above. Pick your condition, then Add to Cart. Or buy single cards below.
Get new guides by email
New tournament-winning deck guides in your inbox: at most one short email a day, only on days we publish.
Source: tournament results. Decklist and placements as reported by the event organizer.