I notice not everyone is running goldnight castigator out of the side, I found that was the killer card against any of the slower matches. I understand ishkanah block it forever.
I do kind of like firecraft but collective defiance is just better version of the card in most cases, blue control is dead.
Thing is a great blocker into typically 7 free damage much better than stormchaser.
I have gone with cutting a land down to 23, which we seem to be agreed on, and going back to playing with Galvanic bonbardment for my weekly (less serious) standard nights. I played firey impulse at game day mostly because I only wanted 3 of the effect.
I really like this deck, I am going to start testing with it Thursday. Any general tips you guys can give me? Here is the list I plan on testing with. I am going to try out Stormchaser Mages in place of the Thing in the Ices as well because I have read they are playing better for a lot people. I feel like Smash to Smithereens should be in the sideboard somewhere against Orbs of Warding. Is a 1-of Chandra, Flamecaller possibly a good addition into the 75 to help close out games vs Sigarda, Heron's Grace and the aforementioned Orbs, or does the 6 cmc make it a bad choice? Is Imprisoned in the Moon worth looking into as well?
Done some testing today and the simplest change I've made and massively bumped my win percentage is to bring in 12 creatures:
Hi all, my LGS meta isdones really aggro heavy (I'd say 2/3 decks are wolves, vampires or humans). With that in mind, I'm trying to craft the deck in a way that will handle these decks well. The simplest change that I've made to the Fevers Burn list that has made lots of difference to my win percentage is to go with 12 creatures:
4 x Stormchaser 4 x Thing In The Ice 4 x Thermo Alchemist
The majority of those creatures can block anything in the WW deck and you're getting one of them in your opening hand very often. This gives you a bit of time to draw some burn and start getting rid of things. Ideally you would draw Fiery Impulse Early or have a way of discarding Fiery Tempter. The Thing In The Ice issue is Declaration In Stone, so I've not been playing more than one of each creature at a time. If it gets killed then just chuck its replacement out and continue blocking and waiting for burn.
The majority of my wins came from blocking and burning creatures 1 by 1 until I got Collective Defiance. Once I got collective Defiance I was doing 4 damage that turn + killing a creature. At that point you begin taking the lead and if your opponent is out of cards your only real risk is if they draw Declaration In Stone and you start drawing lands (if feels like there is a lot of lands in this deck). That said, once I've cleared their board, I've not felt uncomfortable even when the above happens. Usually you have a Wondering Fumarole and can easily afford a land for their creature / 4 damage to their face (this is actually how I've won quite often - clear board with Collective Defiance, attack with Fumarole and Stormchaser). I've won a couple of matches with Thing In The Ice flip too, but I'd not rely on this too heavily: he is more a blocker than a win condition for me. He will very often get Stoned.
Next things to try out are Rise From The Tides, Nahiri's Wrath, Displacement Wave, Engulf The Shore. As I said, I feel like I've got plenty of land, so don't see the harm in giving them a go. Big Chandra is another option, but I feel that she probably isn't necessary and with me trying to balance Main Board for Aggro and a couple of more Pro-Tour based decks, it's leaning too much in that direction.
Any thoughts?
Nahiri's Wrath is working great for me as a sweeper and a way to get multiple PW's off the board.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Works best with 3 cards that you can toss with it. Madness makes it play better. I'm not running the carbon copy PT list so that matters too.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Tried this deck for the first time last night at my local Win a Box, and it didn't disappoint. 3 and 1, losing to ...well Bant Company. I knew that was a rough match up going in since I've been on the other side of that this match up quite a bit, but it felt good doming opponents again.
Match 1 Vs Bant Spirits 2-0 Win
Match 2 Vs U/W Spirits 2-0 Win
Match 3 Vs Bant CoCo 0-2 Loss
Match 3 Vs Abzan Delirium/ Control 2-1 Win
Top 4 Split Box, went home had a fireman's 4 and watched "The Forest"
Deck felt good, except against Bant CoCo where I didn't have great hands and got 2 for 1 all over the place. I tried the Stormchaser Mage version, but kept Thing in the Ice's in my SB. Not sure which is better, but they both performed well last night.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
Tried this deck for the first time last night at my local Win a Box, and it didn't disappoint. 3 and 1, losing to ...well Bant Company. I knew that was a rough match up going in since I've been on the other side of that this match up quite a bit, but it felt good doming opponents again.
Match 1 Vs Bant Spirits 2-0 Win
Match 2 Vs U/W Spirits 2-0 Win
Match 3 Vs Bant CoCo 0-2 Loss
Match 3 Vs Abzan Delirium/ Control 2-1 Win
Top 4 Split Box, went home had a fireman's 4 and watched "The Forest"
Deck felt good, except against Bant CoCo where I didn't have great hands and got 2 for 1 all over the place. I tried the Stormchaser Mage version, but kept Thing in the Ice's in my SB. Not sure which is better, but they both performed well last night.
Well the deck had a great run but oddly didn't place in the Top 24 or 32 in the latest SCG open? Any thoughts as to why? Is the deck being hated out somehow?
The list I ran was the exact list from the SCG Invitational, except that I didn't have the Day's undoing on hand, so I used 3x Thing in the Ice in the SB instead. I like TiTi, against certain decks more than Stormchaser so I just used those. I cut 1 Oath of Chandra and the 2 Undoings.
Deck slaughtered the players who weren't ready. It's got some cool plays and it can be quite flashy. The Match up against Bant is rough and highly dependent on whether or not they have the D's Command's in hand at the right moment.
Been testing against B/G variants and Abzan control/midrange lists. U/R is favored there, despite what some players say.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
So after testing a little more I like the the plan of SB out Stormchaser on the draw and bringing x3 Thing in the Ice, with some trimming here and there for the B/G match ups. There's an aspect to the deck which is control oriented but lacks the inevitably the Emrakul decks have. Most of my matches against B/G/x were decided by flipping 2 Things and bashing in for 14 before they had a chance to really set up a board state. The Juke also means most opponents will take out cards like Ultimate Price and maybe keep a single Ruinous Path. They can't afford to keep in all their board wipes either some it's common for them to go down to 1 Languish. This allows the deck to pivot from being super aggressive to having a much stronger Mid-late game plan without sacrificing tempo.
Bedlam Reveler is a house and I think it's MD material, sometimes you flood and start drawing land, after land, and you're hoping you find a wheel effect. I've seen players take a conversation approach to doming with burn spells, and this is a mistake. If you have visions and Alchemist out you can grind, if you don't dome and dome some more. The deck doesn't have the raw power and isn't up to over power B/G and their board presence. It's sort of like the mono red burn deck but way less powerful. You interact when you have too, but in general you machine gun them until you ask the question:
Izzet game?
LOL Like the deck, a lot.
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Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
Anyone tried running 23 lands? Been getting flooded on 24. Could possibly trim a mountain. I think Carvalho (inventor of the deck) said you didn't want to go beyond 5 lands anyway in his CFB article.
I'm just glad the hype players are getting off the deck so I can sleeve this up agian. Shadows standard I was the only person at my local shop playing UR. So I had that edge where people just couldn't play against my deck. Now it's like down to 3-4 players as opposed to the 20 it was.
Aggro is still the decks weakness. So big Chandra would be a decent play.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
So, I've never played standard before guys, I've spent most of my time hanging around modern control and a variety of legacy and EDH decks, but I've recently cut down to a small selection of my favourite decks and have the intent of completing legacy ANT and then I'll finish spending money on eternal. So naturally I need a way to throw money at this game, so I'm jumping in with this list. This is going blind into my local metagame due to my lack of experience with the format. I will admit though that the two firecrafts main, should be defiances, I just can't find any in my town at the moment. Any thoughts?
Collective Defiance is the best spell in the deck. I'd definitely want 4x. I'd probably cut the 2x Stormchasers and 1x Firecraft to make room (or conversely the Things and go up to 3x Stormchaser).
I'm kinda underwhelmed by Chaser, but I do like the two keeping the early threat density high. I can see cutting two firecraft and potentially a reveler or an impulse. Sound awful?
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Modern Decks UWAzorius ControlUW GWRBKiki-ChordGWRB
I tried a build similar to yours with both Thing and Chaser and found that having both makes both of them a lot more mediocre. It lowers the spell count that little bit more, when both cards want a high spell count. I did some tuning and looked at some other lists. I noticed that all of the lists posting results stuck to 9 creatures max (4 Thermo, 3 Thing/Chaser, 2 Jace/Reveler). Pretty much it was either Thing or Chaser; no overlap. This is why I suggest picking 1 and cutting the other to get the extra slots for Defiance. Either way, Defiance is seriously the best spell in the deck imo, so you want to find room for 4 anyway.
Just played this deck for the first time last night and... holy crap is it fun. Some of the fastest matches in standard I've played in a LONG time, too. I think I finished two rounds in about ten minutes each...
The only change here versus what I actually played last night are the four Weaver of Lightning in the board. I had Thing in the Ice in its place last night, but they were kind of 'meh' for me. I really only wanted them against aggressive decks, but even when I sided them in against humans they didn't feel that good. Weaver of Lightning can at least take a couple of creatures down and block a Gryff's Boon enchanted dude, which was proving to be an annoyance. I know it's not a good matchup to begin with*, but I think it's tenable with a better sideboard strategy so I'll give this a go and see how it shakes out.
*Side note: Stormchaser Mage on defense with some burn spells actually did some work in the games I played. He held down the fort pretty well for about 5-6 turns.
Also, I've been toying with the notion of cutting a land to try and squeeze one more spell of some sort, but I don't really know what I'd want. Maybe a one-of Bedlam Reveler in the main? I don't even know.
I have been continuing to play the deck for weeks now.
It has been consistantly inconsistant
Keep going 3-1 in matches, losing to completely different decks despite siding identically.
When the deck works it works amazingingly, visions locking people is brutal.
but getting mana flooded is the worst, I am not really sure what the solution to it is though.
There are a lot of games where I get someone to =< 3 then they get an attack in with vent/Kalatis or drop a Sorin and I draw lands and I can't finish them off. Or I take just too long and Emrakul.
The reason I don't use things like Goggles or big chandra or even the reveler is that I get to about 4 or 5 lands then start holding them in hand to get bonus off wheeling with collective defiance.
Decks I typically see in my meta
2 x GBx delirium
2 x BW control
1 x Mardu control
1 x Temur emerge
1 x Bant company
1 X thermo-thing
1 x Wx aggro
How many instants do you have that you can play on their turn? Playing with the deck, I've noticed that I like a good mix of Instants and Sorceries. Most of the burn versions tend to more sorceries, but the instants allow for more tempo tricks.
Unsubstantiate is a very good card for tempo plays, especially since it resets creatures like Kalitas and deals with Ormendahl, Profane Prince quote nicely. (Watch them crumble after they sack their board to Abbey just to have their Prince returned to their hand.) If you can prevent those chunks of lifegain, then you can usually beat them. Unsubstantiate will also allow you to stop something like Collective Defiance.
I think it's a mistake to not be running some kind of card draw or filtering since you can often just start chaining spells together for more Alchemist triggers / Prowess triggers / or Thing counters. I like Anticipate to dig for more stuff. For that reason, I'll almost always put lands into play when I have them. More lands = more spells to be cast.
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The world is on fire
and you are here to stay and burn with me.
How many instants do you have that you can play on their turn? Playing with the deck, I've noticed that I like a good mix of Instants and Sorceries. Most of the burn versions tend to more sorceries, but the instants allow for more tempo tricks.
Unsubstantiate is a very good card for tempo plays, especially since it resets creatures like Kalitas and deals with Ormendahl, Profane Prince quote nicely. (Watch them crumble after they sack their board to Abbey just to have their Prince returned to their hand.) If you can prevent those chunks of lifegain, then you can usually beat them. Unsubstantiate will also allow you to stop something like Collective Defiance.
I think it's a mistake to not be running some kind of card draw or filtering since you can often just start chaining spells together for more Alchemist triggers / Prowess triggers / or Thing counters. I like Anticipate to dig for more stuff. For that reason, I'll almost always put lands into play when I have them. More lands = more spells to be cast.
Having played a few MTGO leagues with the deck over the last weekend, I agree with your sentiment. With the current incarnation I feel like the deck isn't consistent enough. Sometimes I'm winning big, but most of the time I'm trying not to die. In the absence of more instant-speed removal that can go to the face, I think a version with more card-draw and possibly less land is likely to work better. Although the risk of having to drop a Fevered Visions in the graveyard seems very real...
I am leaning towards cutting dispel despite it just getting people. Bant company just isn't popular locally since it's rotating.
I am not comfortable cutting more lands because it can become very hard to find enough lands if you need to mulligan, reducing the amount of aggressive mulligans you can make.
I like Anticipate as a card, I have used it in other decks it is also an instant. Tormenting voice is in the main colour, combos with firey temper but is a bad topdeck pieces of the puzzle is actual card advantage a lot of the time and it is already in my sideboard just at 3 mana it seems a little slow. Bedlam reveler seems too slow for my liking, I side it in only when I take out fevered visions but still need card draw.
I have my list above under a spoiler box, so you might not be able to see it on mobile.
I personally don't own the Jaces so my current list has 3 Bedlam Revelers in the main and still I feel like I could use the draw spells, so it seems that they are not the right answer here.
I really like Anticipate since you're not discarding so you run less of a risk of decking yourself. I'm already playing two Tormenting Voice and I feel like that's the right number. Pieces of the Puzzle might be what we want, but it does seem slow...
Personally I've felt like the deck has a lot of mana even without Fevered Visions out so I'll probably try dropping 2 land and 1 Bedlam Reveler for 3 Anticipates. I could just be experiencing variance and overcorrecting though. Dispel seems like another potential cut for me because I have yet to get a lot of value out of it, but that might be due to me not really having had opportunity to use it. I find myself either tapping out for sorceries or holding mana up for instants that my opponent then plays around...
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I do kind of like firecraft but collective defiance is just better version of the card in most cases, blue control is dead.
Thing is a great blocker into typically 7 free damage much better than stormchaser.
I have gone with cutting a land down to 23, which we seem to be agreed on, and going back to playing with Galvanic bonbardment for my weekly (less serious) standard nights. I played firey impulse at game day mostly because I only wanted 3 of the effect.
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
3 Thing in the Ice
2 Bedlam Reveler
4 Fevered Visions
4 Collective Defiance
4 Fiery Temper
4 Incendiary Flow
3 Fiery Impulse
2 Dispel
2 Lightning Axe
2 Tormenting Voice
2 Unsubstantiate
1 Exquisite Firecraft
4 Shivan Reef
4 Wandering Fumarole
3 Highland Lake
3 Island
1 Geier Reach Sanitarium
3 Goldnight Castigator
2 Nahiri's Wrath
2 Negate
2 Weaver of Lightning
1 Bedlam Reveler
1 Dispel
1 Fiery Impulse
1 Lightning Axe
1 Spell Shrivel
1 Summary Dismissal
Cockatrice username: Blackcat77
Cockatrice username: Blackcat77
Jori en, Ruin Diver UR
Anafenza, The Foremost BGW
Marchesa, the Black Rose UBR
Vela the Night-Clad UB
Match 1 Vs Bant Spirits 2-0 Win
Match 2 Vs U/W Spirits 2-0 Win
Match 3 Vs Bant CoCo 0-2 Loss
Match 3 Vs Abzan Delirium/ Control 2-1 Win
Top 4 Split Box, went home had a fireman's 4 and watched "The Forest"
Deck felt good, except against Bant CoCo where I didn't have great hands and got 2 for 1 all over the place. I tried the Stormchaser Mage version, but kept Thing in the Ice's in my SB. Not sure which is better, but they both performed well last night.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
C Long Live Eldrazi C
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=106564
Deck slaughtered the players who weren't ready. It's got some cool plays and it can be quite flashy. The Match up against Bant is rough and highly dependent on whether or not they have the D's Command's in hand at the right moment.
Been testing against B/G variants and Abzan control/midrange lists. U/R is favored there, despite what some players say.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
์I tried, But I prefer to keep mana open for permission or removal.
Modern : UR Storm / UR Delver / UR Counter Burn
I Love Izzet Color.
Bedlam Reveler is a house and I think it's MD material, sometimes you flood and start drawing land, after land, and you're hoping you find a wheel effect. I've seen players take a conversation approach to doming with burn spells, and this is a mistake. If you have visions and Alchemist out you can grind, if you don't dome and dome some more. The deck doesn't have the raw power and isn't up to over power B/G and their board presence. It's sort of like the mono red burn deck but way less powerful. You interact when you have too, but in general you machine gun them until you ask the question:
Izzet game?
LOL Like the deck, a lot.
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
3 Thing in the Ice
4 Thermo-Alchemist
2 Bedlam Reveler
Spells (27)
1 Dispel
1 Lightning Axe
3 Fiery Impulse
2 Unsubstantiate
3 Tormenting Voice
4 Incendiary Flow
4 Collective Defiance
4 Fevered Visions
4 Fiery Temper
1 Pyromancer's Goggles
1 Drownyard Temple
1 Geier Reach Sanitarium
2 Island
3 Highland Lake
4 Shivan Reef
4 Wandering Fumarole
9 Mountain
1 Dispel
2 Clash of Wills
2 Rending Volley
2 Negate
1 Nahiri's Wrath
2 Weaver of Lightning
1 Summary Dismissal
2 Goldnight Castigator
2 Chandra, Flamecaller
More or less the main is -1 Dispel, -1 Axe, -2 Jace, and -1 Mountain for +1 Voice, +1 Goggles, +2 Reveler, and +1 Drownyard off the stock list.
Goggles: Overperformed. I don't think I'd want more than the singleton but drawing 4 off Tormenting Voice is sweet.
Thing vs Stormchaser: no idea, but Thing seems so much higher impact. Stormchasers were often pretty pathetic.
Big Chandra: Not sure if she is bad now or something? Seems like an interesting sideboard option to swap-in over Revelers.
Anyway, RU Burn seems sweet. But man, the amount of triggers and sequencing is tough.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Aggro is still the decks weakness. So big Chandra would be a decent play.
Cockatrice username: Blackcat77
4 Thing in the Ice
4 Thermo-Alchemist
2 Stromchaser Mage
2 Bedlam Reveler
//Burn
3 Fiery Temper
3 Fiery Impulse
1 Collective Defiance
2 Exquisite Firecraft
4 Incendiary Flow
//Tempo
2 Unsubstantiate
2 Dispel
2 Lightning Axe
2 Tormenting Voice
4 Fevered Visions
//Land
1 Geier Reach Sanitarium
3 Highland Lake
4 Shivan Reef
4 Wandering Fumarole
8 Mountain
3 Island
2 Goblin Dark Dwellers
2 Chandra, Flamecaller
2 Negate
1 Spell Shrivel
2 Stormchaser Mage
1 Exquisite Firecraft
1 Summary Dismissal
2 Nahiri's Wrath
2 Lightning Weaver
UWAzorius ControlUW
GWRBKiki-ChordGWRB
Legacy Decks
WDeath and TaxesW
Pauper Decks
UDelverU
WURBGAffinityWURBG
GBTortexGB
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
UWAzorius ControlUW
GWRBKiki-ChordGWRB
Legacy Decks
WDeath and TaxesW
Pauper Decks
UDelverU
WURBGAffinityWURBG
GBTortexGB
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Here's my list; pretty stock build:
4x Fiery Impulse
4x Fiery Temper
2x Lightning Axe
2x Unsubstantiate
4x Collective Defiance
4x Incendiary Flow
2x Tormenting Voice
3x Highland Lake
4x Island
9x Mountain
4x Shivan Reef
4x Wandering Fumarole
4x Thermo-Alchemist
4x Fevered Visions
3x Goldnight Castigator
2x Negate
3x Rending Volley
2x Spell Shrivel
4x Weaver of Lightning
The only change here versus what I actually played last night are the four Weaver of Lightning in the board. I had Thing in the Ice in its place last night, but they were kind of 'meh' for me. I really only wanted them against aggressive decks, but even when I sided them in against humans they didn't feel that good. Weaver of Lightning can at least take a couple of creatures down and block a Gryff's Boon enchanted dude, which was proving to be an annoyance. I know it's not a good matchup to begin with*, but I think it's tenable with a better sideboard strategy so I'll give this a go and see how it shakes out.
*Side note: Stormchaser Mage on defense with some burn spells actually did some work in the games I played. He held down the fort pretty well for about 5-6 turns.
Also, I've been toying with the notion of cutting a land to try and squeeze one more spell of some sort, but I don't really know what I'd want. Maybe a one-of Bedlam Reveler in the main? I don't even know.
States '09: 14th place. Aiming for better next year.
States '10: 12th place. Aiming for better next year.
Idaho State Champ: 2011
States '12: 5th place.
2 Jace,vryn's prodigy
4 thermo-alchemist
3 thing in the ice
instants
2 Dispel
2 Unsubstantiate
2 Lightning axe
4 Galvanic bonbardment
4 Firey temper
sorceries
4 Incendiary flow
2 Tormenting voice
4 collective defiance
4 Fevered visions
lands
1 Geier reach sanitarium
4 Wandering fumerole
3 Highland lake
4 Shivan reef
8 Mountain
3 Island
2 pieces of the puzzle
2 Lightning weaver
1 Dispel
3 Spell shrivel
2 Nahiri's wrath
1 Bedlam reveler
3 Goldnight castigator
I have been continuing to play the deck for weeks now.
It has been consistantly inconsistant
Keep going 3-1 in matches, losing to completely different decks despite siding identically.
When the deck works it works amazingingly, visions locking people is brutal.
but getting mana flooded is the worst, I am not really sure what the solution to it is though.
There are a lot of games where I get someone to =< 3 then they get an attack in with vent/Kalatis or drop a Sorin and I draw lands and I can't finish them off. Or I take just too long and Emrakul.
The reason I don't use things like Goggles or big chandra or even the reveler is that I get to about 4 or 5 lands then start holding them in hand to get bonus off wheeling with collective defiance.
Decks I typically see in my meta
2 x GBx delirium
2 x BW control
1 x Mardu control
1 x Temur emerge
1 x Bant company
1 X thermo-thing
1 x Wx aggro
Any suggestions for sideboard changes?
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
Unsubstantiate is a very good card for tempo plays, especially since it resets creatures like Kalitas and deals with Ormendahl, Profane Prince quote nicely. (Watch them crumble after they sack their board to Abbey just to have their Prince returned to their hand.) If you can prevent those chunks of lifegain, then you can usually beat them. Unsubstantiate will also allow you to stop something like Collective Defiance.
I think it's a mistake to not be running some kind of card draw or filtering since you can often just start chaining spells together for more Alchemist triggers / Prowess triggers / or Thing counters. I like Anticipate to dig for more stuff. For that reason, I'll almost always put lands into play when I have them. More lands = more spells to be cast.
The world is on fire
and you are here to stay and burn with me.
Having played a few MTGO leagues with the deck over the last weekend, I agree with your sentiment. With the current incarnation I feel like the deck isn't consistent enough. Sometimes I'm winning big, but most of the time I'm trying not to die. In the absence of more instant-speed removal that can go to the face, I think a version with more card-draw and possibly less land is likely to work better. Although the risk of having to drop a Fevered Visions in the graveyard seems very real...
Anticipate
additional Tormenting voice
Nagging thoughts
Pieces of the puzzle
Bedlam reveler
What do you think is the best option? Cuts?
I am leaning towards cutting dispel despite it just getting people. Bant company just isn't popular locally since it's rotating.
I am not comfortable cutting more lands because it can become very hard to find enough lands if you need to mulligan, reducing the amount of aggressive mulligans you can make.
I like Anticipate as a card, I have used it in other decks it is also an instant.
Tormenting voice is in the main colour, combos with firey temper but is a bad topdeck
pieces of the puzzle is actual card advantage a lot of the time and it is already in my sideboard just at 3 mana it seems a little slow.
Bedlam reveler seems too slow for my liking, I side it in only when I take out fevered visions but still need card draw.
I have my list above under a spoiler box, so you might not be able to see it on mobile.
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
I really like Anticipate since you're not discarding so you run less of a risk of decking yourself. I'm already playing two Tormenting Voice and I feel like that's the right number. Pieces of the Puzzle might be what we want, but it does seem slow...
Personally I've felt like the deck has a lot of mana even without Fevered Visions out so I'll probably try dropping 2 land and 1 Bedlam Reveler for 3 Anticipates. I could just be experiencing variance and overcorrecting though. Dispel seems like another potential cut for me because I have yet to get a lot of value out of it, but that might be due to me not really having had opportunity to use it. I find myself either tapping out for sorceries or holding mana up for instants that my opponent then plays around...