This deck began with the idea of Gelectrode, Chandra's Spitfire, Curiosity in mind but has changed with new releases.
The idea was to deal as much damage as possible within the first 6 turns.
Using curiosity with gelectrode to draw burn cards triggering spitfire to deal massive damage.
This is where I'm at now.
(this is my first post in while so if i do something wrong please let me know)
Firebrand and thermo beat gelectrode in multiplayer (which is what i play most) because they target each opponent.
I also like burn spells that draw cards because that gets the trigger for the spitfire while also continuing the combo.
The only problem I've had with this deck so far is flying blockers and creature removal.
The main goal of this deck is to deal the most damage possible as soon as possible.
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**** you for playing with Elves, ... I hate elves.
Since the Spitfire triggers each time an opponent is dealt damage, I'd want to try something like Earthquake, where even X=1 could give the Spitfire +9 (in a 4 person FFA). And since Earthquake at X=1 would kill the Firebrand Archers, I wonder if Guttersnipe would be a good alternative there (even if it does mess with your curve... hmm). With a Snipe and Spitfire in play and Earthquake for X=1, the deck has done 3 damage to 2 opponents, and maybe killed the 3rd (Earthquake for 1, Guttersnipe for 2, Chandra's Spitfire for 1+18).
So that would be my first thought - consider swapping out cards that target one opponent to cards that deal noncombat damage to all opponents.
Sulfuric Vortex doesn't help with the Spitfire activations, but it 1) means you won't lose to life gain, and 2) can take 4-6 life off each opponent, putting them closer to lethal range for your spells & creatures.
Edit: you probably already know this, but Blue is abbreviated as U to avoid confusion with Black, so thread title might be UR (Izzet), or, I suppose, Ru (some sites use lower case for the splash). I forget to substitute U instead of B all the time...
Give or take Brainstorm depending on if you have access to fetchlands and/or Sulfuric Vortex if control/lifegain is an issue. The deck is surprisingly brutal and win or lose it makes for quick games. It's also worth noting that you can easily tailor the list to your meta and make room for things like Swan Song and Pongify if you need cheap interaction.
Some real good stuff there. I'm digging the Fiery Confluence and Earthquake idea for maximum spitfire triggers. But i also like having the kiln fiends with artful dodge to take out multiple players with one attack phase. Since after I start playing spells I usually go all out. I think Fiery Confluence would be a great improvement in case my first volley doesn't get everyone. I also really like Flame Rift and Guttersnipe even though he would make the combo a turn slower. I usually get to attack turn 4 if everything goes right. Damn just saw the price or Fiery Confluence so that's not gonna happen, lol. I think my goal here is to not rely only on spitfire since she's a huge target for burn/removal, so having kiln fiend really is a must for me. And the Artful Dodge works against flying blockers and towards getting kiln fiend through (multiple times). So i think Flame Rift is a definite switch for Magma Jet. I got some cards on the way so ill get to play test some more this weekend. People already hate this deck though so that's a good sign lol. So GuttersnipeEarthquake and Flame Rift ill test those and see what i want to do. Thanks for all the input, yall have given me some great idea's. And yea i wish i could change the title of the post, woops
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**** you for playing with Elves, ... I hate elves.
Suspend could be a helpful mechanic for you, like on Rift Bolt. With this, you can essentially carry over mana and spells from previous turn for a higher spell and damage count to make Spitfire and Fiend bigger. And you could take it even further and add Grapeshot to use that higher spell count.
Manamorphose is a another "free" spell to dig a bit into your library and trigger some of your creatures.
Flame Jab would essentially turn excess lands you draw into more damage spells.
Arc Lightning and Flames of the Firebrand can hit three players at once for a +9/+0 bonus for Spitfire. The smaller version Forked Bolt may be an even better choice.Pyrokinesis could also be "free" and damage multiple targets. Electrolyze is a cantrip with damage distribution.
Ophidian Eye can act as additional copies of Curiosity. Cast it during the last opponent's turn before you plan to go all out.
Still waiting on Flame JabFlame Rift and Grapeshot havent got to test much ,still got to figure out what burn spells i wanna use. will probably trade Arc Trail for Flame Rift, or Grapeshot, idk yet.
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**** you for playing with Elves, ... I hate elves.
Maybe i would use suspend if i could choose when to remove the suspend counter but i like to use all my spells in one turn. and i want to keep all my burn spells under 3 mana, pyrokinesis might work but i wonder if only two players remain that would only be two triggers right, could still be worth it even though ide be using two cards to use it. I really wanna use grapeshot since each copy would trigger would be an additional trigger, but im not sure what to trade out since i want to keep my curve real low. So i need to do some play testing before i make any more changes.
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():
Rollback Post to RevisionRollBack
**** you for playing with Elves, ... I hate elves.
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The idea was to deal as much damage as possible within the first 6 turns.
Using curiosity with gelectrode to draw burn cards triggering spitfire to deal massive damage.
This is where I'm at now.
(this is my first post in while so if i do something wrong please let me know)
Creature's
Chandra's Spitfire x4
Kiln Fiend x3
Firebrand Archer x3
Thermo-Alchemist x4
Enchantment's
Curiosity x4
instant/Sorcery's
Needle Drop x4
Magma Jet x3
Gut Shot x4
Lightning Bolt x4
Arc Trail x3
Artful Dodge x3
Land's
Island x6
Mountain x15
Firebrand and thermo beat gelectrode in multiplayer (which is what i play most) because they target each opponent.
I also like burn spells that draw cards because that gets the trigger for the spitfire while also continuing the combo.
The only problem I've had with this deck so far is flying blockers and creature removal.
The main goal of this deck is to deal the most damage possible as soon as possible.
Thassa, God of the Sea is probably too expensive?
Maybe Pyrohemia?
Would Rogue’s Passage help to get through?
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Since the Spitfire triggers each time an opponent is dealt damage, I'd want to try something like Earthquake, where even X=1 could give the Spitfire +9 (in a 4 person FFA). And since Earthquake at X=1 would kill the Firebrand Archers, I wonder if Guttersnipe would be a good alternative there (even if it does mess with your curve... hmm). With a Snipe and Spitfire in play and Earthquake for X=1, the deck has done 3 damage to 2 opponents, and maybe killed the 3rd (Earthquake for 1, Guttersnipe for 2, Chandra's Spitfire for 1+18).
Sizzle could do quite a bit of work as well.
So that would be my first thought - consider swapping out cards that target one opponent to cards that deal noncombat damage to all opponents.
Sulfuric Vortex doesn't help with the Spitfire activations, but it 1) means you won't lose to life gain, and 2) can take 4-6 life off each opponent, putting them closer to lethal range for your spells & creatures.
Edit: you probably already know this, but Blue is abbreviated as U to avoid confusion with Black, so thread title might be UR (Izzet), or, I suppose, Ru (some sites use lower case for the splash). I forget to substitute U instead of B all the time...
20x Lands
Creatures (16)
4x Firebrand Archer
4x Thermo-Alchemist
4x Chandra's Spitfire
2x Guttersnipe
4x Preordain
4x Ponder
4x Curiosity
4x Price of Progress
4x Flame Rift
4x Fiery Confluence
Give or take Brainstorm depending on if you have access to fetchlands and/or Sulfuric Vortex if control/lifegain is an issue. The deck is surprisingly brutal and win or lose it makes for quick games. It's also worth noting that you can easily tailor the list to your meta and make room for things like Swan Song and Pongify if you need cheap interaction.
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Manamorphose is a another "free" spell to dig a bit into your library and trigger some of your creatures.
Flame Jab would essentially turn excess lands you draw into more damage spells.
Arc Lightning and Flames of the Firebrand can hit three players at once for a +9/+0 bonus for Spitfire. The smaller version Forked Bolt may be an even better choice.Pyrokinesis could also be "free" and damage multiple targets. Electrolyze is a cantrip with damage distribution.
Ophidian Eye can act as additional copies of Curiosity. Cast it during the last opponent's turn before you plan to go all out.
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(The Gamers: Dorkness Rising)
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Creature's
Chandra's Spitfire x4
Kiln Fiend x3
Thermo-Alchemist x4
Guttersnipe x3
Spell's
Forked Bolt x4
Needle Drop x4
Gut Shot x4
Earthquake x3
Arc Trail x3
Artful Dodge x3
Enchantments
Curiosity x4
Lands
Island x7
Mountain x14
Still waiting on Flame Jab Flame Rift and Grapeshot havent got to test much ,still got to figure out what burn spells i wanna use. will probably trade Arc Trail for Flame Rift, or Grapeshot, idk yet.