The idea of this deck is try to put a good clock fast with Bedlam Reveler, Cryptic Serpent and Enigma Drake but controling the battlefield with the spells. The best thing of this deck is the option to put in the maindeck cards like Release the Gremlins, Dispel, etc, because if you dont need it you can discard it with Tormenting Voice or Cathartic Reunion and give you a better matchup agains control or vehicles.
I have play some matches with this deck, and it looks very well, but I think I can do it better. If you can, sugest me some changes to do this deck more competitive.
if you really want to put a clock, you should play burn spell during your turn for blast your opponent, and pump your drake.
I am not fan of Cryptic Serpent and Bedlam reveler because they are almost midrange card. Stormchaser Mage seems really better with prowess, and maybe thing in ice for another clock, and ensure a good t2
First, you want to run a few more lands. I know you have draw, but draw means nothing without the mana to cast it.
Soul-Scar Mage looks like he could find a home in this deck, making your burn spells more multi functional, and Harsh Mentor should be considered as he punishes Vehicles (which is a currently dominant deck). Given the amount of discard, Drake Haven could find a place in here. Baral, Chief of Compliance makes all of your spells cost 1 less. Moving into Grixis (by adding black) gives you access so some of the best removal in game (Fatal Push, Grasp of Darkness, Unlicensed Disintegration) while going Jeskai (by adding white) gives you a few more exiling options (most notably Cast Out for dealing with a resolved walker)
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Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
if you really want to put a clock, you should play burn spell during your turn for blast your opponent, and pump your drake.
I am not fan of Cryptic Serpent and Bedlam reveler because they are almost midrange card. Stormchaser Mage seems really better with prowess, and maybe thing in ice for another clock, and ensure a good t2
First, you want to run a few more lands. I know you have draw, but draw means nothing without the mana to cast it.
Soul-Scar Mage looks like he could find a home in this deck, making your burn spells more multi functional, and Harsh Mentor should be considered as he punishes Vehicles (which is a currently dominant deck). Given the amount of discard, Drake Haven could find a place in here. Baral, Chief of Compliance makes all of your spells cost 1 less. Moving into Grixis (by adding black) gives you access so some of the best removal in game (Fatal Push, Grasp of Darkness, Unlicensed Disintegration) while going Jeskai (by adding white) gives you a few more exiling options (most notably Cast Out for dealing with a resolved walker)
First of all, thak you for your help.
I was thinking to run 21-22 lands but i think realy i don't need it. You need in your opening hand two-three lands and a Cathartic Reunion or a Tormenting Voice, but the most mulligan I do are because I have one or fewer lands in my opening hand. Probably i'm going to play one more land.
I'm going to test a three color deck but i think it's a bad idea, if I take a third color de mana base, the most lands are going to enter tapped in the battlefied, and I want to have more basic land wich enters untapped.
For card advantage, I would go with Take Inventory as a 4 of. It plays very very nicely with 4 Cathartic Reunions and 4 Tormenting Voices.
A sideboard card you're gonna want for your aggro/token matchups is Weaver of Lightning. When you're casting multiple spells per turn, it mows down a ton of creatures. If you have 2 out, it's even more insane. Also it's 4 toughness let's it survive a Sweltering Suns.
Have you considered Thermo-Alchemist? It's a mainstay of UR Spells.
I personally went the temur route. Attune with Aether helps fix mana/thins the deck out & helps harnessed lightning later. Grapple with the past gets your Drake back if it gets killed off. I think fling might be a good idea as a counter to removal.
Wheels deck... This is a rough draft. I haven't decided whether to keep with my incremental burn deck or try this wheels deck. I wanted to use cathartic reunion but no space D:.
I feel like a deck like this would be a nice place to put 1 or 2 warfire javelineer. This can easily become a 2/3 that kill their biggest threat, seeing as how a UR spells deck might have trouble killing creatures with a big butt. Even 1 in the deck will probably also pay off
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4 Cryptic Serpent
2 Bedlam reveler
4 Enigma Drake
1 Reckless Bushwhacker
Spells:
4 Cathartic Reunion
4 Tormenting Voice
4 Take Inventory
4 Fiery Temper
3 Negate
3 Shock
2 Sweltering Suns
1 Magma Spray
1 Incendiary Flow
1 Dispel
1 Censor
1 Release the Gremlins
4 Wandering Fumarole
4 Spirebluff Canal
6 Island
6 Mountain
1 Pull from tomorrow
1 Glimmer of Genius
2 Sweltering Suns
1 Dispel
1 By Force
1 Shock
1 Ceremonious Rejection
2 Magma Spray
1 Release the Gremlins
The idea of this deck is try to put a good clock fast with Bedlam Reveler, Cryptic Serpent and Enigma Drake but controling the battlefield with the spells. The best thing of this deck is the option to put in the maindeck cards like Release the Gremlins, Dispel, etc, because if you dont need it you can discard it with Tormenting Voice or Cathartic Reunion and give you a better matchup agains control or vehicles.
The sideboard is lightly random, I have something against counters Dispel, Key to the City, something to take card advantage Pull from Tomorrow, Glimmer of Genius, agains artifacts, etc. I'm thinking to put some Fevered Visions against control.
I have play some matches with this deck, and it looks very well, but I think I can do it better. If you can, sugest me some changes to do this deck more competitive.
Thank you for your help, sorry for my english.
Pabloa40
I am not fan of Cryptic Serpent and Bedlam reveler because they are almost midrange card.
Stormchaser Mage seems really better with prowess, and maybe thing in ice for another clock, and ensure a good t2
With 4 Cathartic Reunion and 4 Tormenting Voice, you have to play 4 fiery temper
Soul-Scar Mage looks like he could find a home in this deck, making your burn spells more multi functional, and Harsh Mentor should be considered as he punishes Vehicles (which is a currently dominant deck). Given the amount of discard, Drake Haven could find a place in here. Baral, Chief of Compliance makes all of your spells cost 1 less. Moving into Grixis (by adding black) gives you access so some of the best removal in game (Fatal Push, Grasp of Darkness, Unlicensed Disintegration) while going Jeskai (by adding white) gives you a few more exiling options (most notably Cast Out for dealing with a resolved walker)
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
First of all, thank you for your help.
The idea of use Cryptic Serpent and Bedlam Reveler and no Thing in the Ice is because of, Fatal Push, I think that in this format is so easy to kill a Thing in the Ice. If I play Stormchaser Mage I'm goig to need more burn spells, but it's okey. I'm going to test it.
And yes, I have to play one more Fiery Temper, probably im going to do +1 Fiery Temper -1 Magma Sprayor -1 Censor.
Thank you for your help.
First of all, thak you for your help.
I was thinking to run 21-22 lands but i think realy i don't need it. You need in your opening hand two-three lands and a Cathartic Reunion or a Tormenting Voice, but the most mulligan I do are because I have one or fewer lands in my opening hand. Probably i'm going to play one more land.
I'm going to test a three color deck but i think it's a bad idea, if I take a third color de mana base, the most lands are going to enter tapped in the battlefied, and I want to have more basic land wich enters untapped.
I don't like the Soul-Scar Mage but im going to try to play it with the Stormchaser Mage and more burn spells. The Harsh Mentor looks very well if the plan is to be more agresive. I'm going to try to run this cards without Cryptic Serpent and Bedlam Reveler.
Thank you, for your help.
A sideboard card you're gonna want for your aggro/token matchups is Weaver of Lightning. When you're casting multiple spells per turn, it mows down a ton of creatures. If you have 2 out, it's even more insane. Also it's 4 toughness let's it survive a Sweltering Suns.
Have you considered Thermo-Alchemist? It's a mainstay of UR Spells.
4 Enigma drake
3 Curator of Mysteries
2 Bedlam reveler
2 Cryptic serpent
Instants
2 Lightning Axe
3 Censor
4 Fiery temper
3 Fateful Showdown
4 Incendiary flow
4 Take Inventory
2 Sweltering sun
4 Collective Defiance
Lands
4 spirebluff canal
4 wandering fumerole
9 mountain
4 island
3 Release the gremlins
3 Fevered visions
4 Galvanic bombardment
3 Negate
2 Lightning axe
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own