Firesong and Sunspeaker is akin to traditional Spellslinger EDH/Commander decks which value instant and sorcery spells highly such as Chandra, Fire of Kaladesh and Latulla, Keldon Overseer. Compared to Firesong and Sunspeaker those Commanders usually tend to run out of gas very quickly since they don't have access White's plethora of life gain spells to help compensate the loss due to being Mono Red. Being restricted to only burn spells and wheel effects simply isn't enough to help stay in the game.
This deck has a natural push towards filling the "Doomsday" Archetype or at least that's the main goal I'm trying to set for this deck anyway. If any of you are familiar with how "Turbo Magic" works which shouldn't be confused with Group Hug, it's basically using parallel/symmetrical effects in combination with digging for resources to help smooth out draws. In other words the goal is to push the game forward by creating a "parallel effect" in order to pressure opponents into making plays sooner while I somehow manage to pull out ahead in those conditions.
Just recently added Phyrexian Unlife as a way to help get around Rain of Gore, False Cure, and Tainted Remedy. Seht's Tiger also helps as an extra copy by giving myself protection from black in case a situation like that does occur. Also recently added Emrakul's Hatcher since it synergizes well with Mana Echoes to add extra mana for casting more spells with Firesong and Sunspeaker. I'm not expecting too much Boros support from Guilds of Ravnica since I feel as though this deck can pull it's own weight quite often.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Deicide and other enchantment exile is the way to deal with Erebos and other Gods. That said, if Erebos is the commander of an opponent's deck, he can prove more difficult to stop permanently. Exclusion Ritual, Nevermore, and other such ban effects might be your best bet.
You gotta be careful about Tainted Remedy and other such lifegain punishers. Beware Mirror effects.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
The idea is to sacrifice a creature with Worthy Cause to gain life with Firesong and Sunspeaker dealing 3 damage to target creature or player (6 damage If Furnace of Rath or Dictate of the Twin Gods are on the battlefield) which triggers Recover from Sun's Bounty since the ability still works with creature tokens being put into your graveyard before being exiled as a state-based action.
You cast Sun's Bounty to gain 4 life while dealing 3 damage to target creature or player with Firesong and Sunspeaker then recast Worthy Cause by sacrificing a creature triggering Sun's Bounty's Recover which would then cause Firesong and Sunspeaker to deal damage again. If you double the damage you're theoretically dealing 12 for each. Since the combo requires 7 mana to go off I may need to go infinite with Reiterate and Mana Geyser.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
If you're having trouble with indestructible enchantments/artifacts, it's borderline criminal that the conversation has gone on this long without a mention of Return to Dust. The 2-for-1 clause warrants its inclusion in the vast majority of my Wx decks.
Only problem is getting the White Mana required to repeatedly cast Worthy Cause, maybe Gilded Lotus with Paradox Engine perhaps? False Dawn's pretty much out of the question due to the confusion with it's errata that WotC refuses to fix with a reprint since it isn't on the Reserve List.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
With FS&SS out, Radiate + a Helix = commander dealing 3x2 damage per target (player, creature, planeswalker) to targets of your choice, along with 6 life gained per target. With 10 targets, that's 3 damage to each, 60 life gained, and another 60 damage you can divide as you choose (in chunks of 3) among players and creatures.
If you want to get silly, Chaos Warp + Radiate shuffles all permanents into their owners' libraries.
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1 Firesong and Sunspeaker
Card Advantage (16)
1 Skullclamp
1 Sunforger
1 Avarice Amulet
1 Apex of Power
1 Enlightened Tutor
1 Commune with Lava
1 Steelshaper's Gift
1 Sunbird's Invocation
1 Open the Armory
1 Experimental Frenzy
1 Sacred Guide
1 Runehorn Hellkite
1 Mentor of the Meek
1 Fateful Showdown
1 Pursuit of Knowledge
1 Outpost Siege
Board Control (16)
1 Aetherflux Reservoir
1 Lightning Helix
1 Star of Extinction
1 Righteous Confluence
1 Blasphemous Act
1 Terashi's Grasp
1 Hour of Devastation
1 Solemn Offering
1 Red Elemental Blast
1 Return to Dust
1 Chaos Warp
1 Oblation
1 Pyroblast
1 Seht's Tiger
1 Deafening Clarion
1 Crush Contraband
1 Mogg Maniac
1 Boros Reckoner
1 Truefire Captain
1 Spitemare
Protection (4)
1 Chaosphere
1 Phyrexian Unlife
1 Boros Charm
1 Pulse of the Fields
Creature Token Spam Utility (4)
1 Raptor Hatchling
1 Timely Reinforcements
1 Emrakul's Hatcher
1 Dawn of Hope
Recursion (4)
1 Past in Flames
1 Reito Lantern
1 Soldevi Digger
1 Vessel of Endless Rest
Mana Ramp (15)
1 Sol Ring
1 Boros Signet
1 Boros Cluestone
1 Armillary Sphere
1 Boreas Charger
1 Mana Echoes
1 Land Tax
1 Mana Geyser
1 Gift of Estates
1 Seething Song
1 Tithe
1 Treasonous Ogre
1 Oath of Lieges
1 Simian Spirit Guide
1 Endless Horizons
1 Jaya Ballard
1 Elspeth, Sun's Champion
1 Koth of the Hammer
1 Nahiri, the Harbinger
Lands (32)
10 Mountain
10 Plains
1 Homeward Path
1 Sacred Foundry
1 Clifftop Retreat
1 Battlefield Forge
1 Boros Garrison
1 Forgotten Cave
1 Smoldering Crater
1 Secluded Steppe
1 Drifting Meadow
1 Blasted Landscape
1 Terramorphic Expanse
1 Evolving Wilds
This deck has a natural push towards filling the "Doomsday" Archetype or at least that's the main goal I'm trying to set for this deck anyway. If any of you are familiar with how "Turbo Magic" works which shouldn't be confused with Group Hug, it's basically using parallel/symmetrical effects in combination with digging for resources to help smooth out draws. In other words the goal is to push the game forward by creating a "parallel effect" in order to pressure opponents into making plays sooner while I somehow manage to pull out ahead in those conditions.
Just recently added Phyrexian Unlife as a way to help get around Rain of Gore, False Cure, and Tainted Remedy. Seht's Tiger also helps as an extra copy by giving myself protection from black in case a situation like that does occur. Also recently added Emrakul's Hatcher since it synergizes well with Mana Echoes to add extra mana for casting more spells with Firesong and Sunspeaker. I'm not expecting too much Boros support from Guilds of Ravnica since I feel as though this deck can pull it's own weight quite often.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
You gotta be careful about Tainted Remedy and other such lifegain punishers. Beware Mirror effects.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
The idea is to sacrifice a creature with Worthy Cause to gain life with Firesong and Sunspeaker dealing 3 damage to target creature or player (6 damage If Furnace of Rath or Dictate of the Twin Gods are on the battlefield) which triggers Recover from Sun's Bounty since the ability still works with creature tokens being put into your graveyard before being exiled as a state-based action.
You cast Sun's Bounty to gain 4 life while dealing 3 damage to target creature or player with Firesong and Sunspeaker then recast Worthy Cause by sacrificing a creature triggering Sun's Bounty's Recover which would then cause Firesong and Sunspeaker to deal damage again. If you double the damage you're theoretically dealing 12 for each. Since the combo requires 7 mana to go off I may need to go infinite with Reiterate and Mana Geyser.
As for your suggestions earlier I'm definitely leaning toward Chaos Warp and Oblation for dealing with Erebos, God of the Dead and Tainted Remedy. Maybe take out Terashi's Grasp and Wild Ricochet out for them? I already run Divine Offering and Serene Offering which basically serves a similar purpose. I might also look into running Righteous Confluence and maybe Structural Distortion.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
stuff
I'm also considering going with Goblin tokens to sacrifice with Worthy Cause over Soldier tokens since I'm already running Goblin Trenches. Plus it gives me an excuse to run Mana Echoes over Mana Flare so that I can spam infinite Goblins with Goblin Offensive or Empty the Warrens.
Only problem is getting the White Mana required to repeatedly cast Worthy Cause, maybe Gilded Lotus with Paradox Engine perhaps? False Dawn's pretty much out of the question due to the confusion with it's errata that WotC refuses to fix with a reprint since it isn't on the Reserve List.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
With FS&SS out, Radiate + a Helix = commander dealing 3x2 damage per target (player, creature, planeswalker) to targets of your choice, along with 6 life gained per target. With 10 targets, that's 3 damage to each, 60 life gained, and another 60 damage you can divide as you choose (in chunks of 3) among players and creatures.
If you want to get silly, Chaos Warp + Radiate shuffles all permanents into their owners' libraries.