The difficulty with going more sorcery-speed burn is that it doesn't really play well with what the rest of the deck is trying to do. It can be quite powerful, sure, but it's more inconsistent. Our creatures function when we cast spells, so it doesn't really matter what the spell does. Thermo-Alchemist, Stormchaser, and Reveler don't care if you're casting Collective Defiance, Galvanic Bombardment, or Anticipate. If you're not casting more spells, then you're not utilizing them to their fullest.
Personally, I think the deck is more Tempo Burn than anything else. The Burn is there to complement what the rest of the deck is doing, not supplant it. My version is a bit unconventional, but it works for me.
Card Choices
I run fewer lands since I run more draw/filtering. The deck tops out at 3 CMC -- except for Reveler, of course -- and I don't want to get clogged with lands. I will also play every land that comes into my hand, except when I want to bluff. If I'm drawing more, then I want to be casting more. Chaining spells together gets you more triggers for the creatures.
The creatures are the main kill conditions. Stormchaser is great for his haste and evasion, getting in and chipping away for damage. He's also a pretty good blocker. Jori is card draw. Cast Jori, then cast another spell, draw a card. Reveler is big and mean, drawing into more gas as needed, and killing on the ground.
Unsubstantiate and Grip of the Roil are tempo spells. For two mana, you get to delay a creature. Kalitas got ya down? Tap him down or return him to their hand. That extra turn you get may just be what you need to win. Unsubstantiate can also hit spells, and it works with Visions by putting that card back into their hand. Wait for them to tap out for a spell, then Unsubstantiate it. Tada. They just wasted their mana resources, and you got a trigger for your creatures.
Anticipate, Grip of the Roil, Jori En, and Fevered Visions are the draw. Anticipate can often dig to find you what you need. It's instant speed, so you can use it on the opponent's turn, getting another Alchemist trigger. At the end of their turn, tap Alchemist, cast Anticipate, untap Alchemist, and then tap him again for another point of damage. It's even more disgusting with two Alchemists in play. Grip delays a creature and draws a card, often drawing into more spells, which allows for more triggers. Jori's there as an experiment, but she seems promising. I really don't need to say more about Fevered Visions.
Galvanic Bombardment and Lightning Axe are there to kill problem creatures. Don't forget that you can suicide Stormchaser into a 4-toughness creature to kill it after throwing a Bombardment at it.
Incendiary Flow, Fiery Temper and Collective Defiance are both creature kill and go-to-the-face burn, and they're very good at it. Flow is there to get rid of things you don't want to see again and again. I almost never cast Defiance for the full five. I'm not as interested in the discard/draw as I am in being able to burn things with it. The option is there, however.
I don't have a decent sideboard yet, but Dispel and Negate should be there. I'm also a fan of Compelling Deterrence since it can temporarily get rid of problem planeswalkers, enchantments, or anything else.
Is it perfect, no, but it seems to work for me.
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I said "tops out at 5 mana". Not 5 cmc. You want to hit 5 mana in every game youre playing not only to use multiple modes for Collective Defiance but to be able to activate fumarole, as well as, cast multiple spells for more alchemist triggers. Playing less lands is incorrect IMO.
Right. More lands are obviously better. I've seen comments to the effect of wanting to hold lands to draw off of Collective Defiance. That seems like a mistake. Playing those lands also means they aren't lost when a Reveler comes out to play.
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I don't play reveler, well I play 1 reveler in the side for when I cut fevered visions.
I have every intent of holding lands to set up a wheel once I have 5 lands. Keep in mind I keep the lands in hand once I start flooding because I need cards (from a potential wheel) more than I need lands at that point. I am not getting pinched from being able to cast all the things in my hand if there is nothing in my hand.
Last night 3-1 in my Tuesday night standard... as usual. I can't seem to breakthrough into 4-0, it is a little frustating.
I lost (1-2) in the first round to Abzan Delirium... basically losing to Linvala, gains 5 life has 5 toughness, limiting my options for removing it to lightning axe and its impossible to race. The deck also had the unbeatable Sigarda in the side but I didn't have to face that.
Then rattled off (2-0) wins against, Jund delirium, Bant company and Blue Fog/timewalks
I switched pieces of the puzzle and dispel from side to main but I didn't really like it. It didn't help when I got mana screwed and it actually missed a couple of times. So strange that it only seemed to work when I was already winning :/. Still I am going to try out anticipate for FNM/Tues next week.
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?
Hi there, Machinegun Operators!
I've posted my list a few weeks ago, after winning Game Day. I've been away since then on vacation, but I'm glad to see the deck is still alive and well.
I somewhat understand @Narvuntien comment about inconsistency, but all decks may suffer from that. I found out that Exquisite Firecraft was the MVP for me at Game Day. Yet, almost no other lists play the full playset, and most comments that I read here are about cutting the card from any deck lists. I beleive it might be the answer you're looking for. Doming these extra damages accelerate your victory to avoid Emrakul or situations where opponent just come back from a very low life total with Lifelink (Kalitas or Vents).
Yes, there's 16 3-cmc spells in the deck, and it is a lot for a bad spot on the mana curve. But 4 of these can be cast for 1 mana with Madness (Fiery Temper) and 4 more are usually not cast for 3 mana anyway (Collective Defiance). This leaves only 8 cards (Exquisite Firecraft and Fevered Visions) to be hard 3-cmc. This is just fine, I beleive, and it is amazing what good 4 direct damage can do. Exquisite Firecraft is an incredible top deck, and I encourage you people to try it out.
The deck is probably a bit slower with it, with less triggers per turn on Thermo or TiTi. But the power jammed in this single card more than make up for it, I think. It means that I have more main deck solutions to deal with Avacyn, Kalitas, fat Trackers, TiTi, etc. Also, one less Jace (for budget reasons) but an extra Lightning Axe helps against late Sylvan Advocates, Sigarda, etc.
Maybe I just got lucky on Game Day, but I don't beleive so. I'll run the deck again this Friday, and will post the results as soon as I can.
I yet have to learn to play Nahiri's Wrath (a bad card so far IMHO), and I would like to try Jori En, Ruin Diver (maybe instead of 1 Bedlam Reveler in the main). But I'm not certain it will be good until I get 5-6 mana on the table (unless I get lucky and cast Tormenting Voice + Fiery Temper) to cast the 2nd spell each turn. Bedlam gets casted with 4-5 mana most of the time anyway (and it's not much to get a 3/4 Prowess creature + draw 3 cards).
Note that because I play Exquisite Firecraft instead of other cards, my sideboarding strategies will differ from yours.
About SB options:
- vs Temur Emerge : +4 Fiery Impulse, -1 each of Jace, TiTi, Dispel and Unsubstantiate. Destroy their hosts for Emerging an Eldrazi, and you should win. Make good use of Incendiary Flow's exile ability to get rid of key creatures.
- vs GB Delirium : Same as above. Don't forget to redirect Fevered Visions damage to Liliana (opponent has no use of her +1 ability against us, so she'll die fast). Don't kill all their creatures you can block with your 0/3 or 0/4, or you'll feed their Delirium. If you just dome opponent with direct damage, you'll probably win the race. Ishkanah and her minions still need 3-4 turns to kill you. I ignored the Spider and continued with my plan and won vs that deck.
Post rotation is my aim for moving this deck forward. BG looks to be a big player and this deck is well positioned versus them.
I see many posts about running out of gas late or how people hold lands. Instead of trying Anticipate try Take Inventory. I run the full 4 and have no issues having gas late. I almost always discard the first one while digging early and each one after the first is in the grave is actual card advantage. I also play every land I can so when I have just bounce and draw I can still activate my Fumurole for a damage source.
I play a list I posted a while back and it just chugs along on 20 lands. With the amount of draw you should always be able to find your third land and 20 gets you 2 in your opener most of the time.
Once CoCo goes this deck is going to be great. Not to mention that WW will also go away. I'm excited as this deck looks like a great call moving forward.
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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.
I'm trying a couple things out differently than I had them last week. Namely, I removed a Fiery Impulse from the main and had it in the board before deciding to switch it for the third copy of Lightning Axe. A post earlier in this thread about the potential of Sigarda coming down and blanking most of our deck gave me a bit of pause, so I wanted a third clean answer to it in the 75 just in case. I moved the one Bedlam Reveler to the main in its place and we'll see how it works out; it seems fine, although it's not obvious to me how good it'll be in the end.
I'm also trying out a pair of Jori En, Ruin Diver to bring in with the rest of the anti-aggro package, particularly against humans. I don't know if it's going to perform or not, but a 2/3 with potential for one-sided card advantage sounds pretty good to me against a deck full of 2/1 creatures. That, in tandem with the Kozilek's Returns and Weavers of Lightning, should help put the hurt on them.
And regarding the potential for Orbs of Warding to be an issue, I think most of the matchups where you're likely to see those sided in are matchups where you're going to be bringing in your counterspells and Goldnight Castigators anyway, so it shouldn't be too much of a concern I wouldn't think. It also doesn't stop Fevered Visions, so that's also a thing.
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Post Ravnica Allegiance Type 2 - WUB Control
States '09: 14th place. Aiming for better next year.
States '10: 12th place. Aiming for better next year.
-2 dispel + 2 anticipate. I put the pieces of the puzzle back into the sideboard.
2-0 Bant company: Game 1 thing in the ice fliped and beat my opponent to death. The sided in the lightning weaver and it was supprisingly good here allowing me to pop the tougher creatures.. it was a grindy game, but my opponent missed twice on his recruter at a critical moment.
2-1 Mardu control: He emptied my hand, was forced to try to deal with this planeswalkers I wasn't able to they ultimated and eventunally won with him at 5. Game 2 lasted 2 min, he got mana screwed I swung for 8 on turn 4. Game 3: triple fevered visions.
2-0 Abzan delirium: Game 1 Burn two grim flayers then Fevered visions catches him with only high drops in hand. Game 2 he managed to get Siguarda into play but I got two fevered visions into play. he tapped out to empty his hand. I collective defiance 4 on kalitas, wheeled my 6 card hand with a third visions in hand desperate to find a lightning axe.. I found it, kililng the angel then I had him visions locked.
2-0 Jund Delirium. Game 1: 15 points of burn in opening hand. keep it I deal 15 points of burn.. then stall. Ishkana, lilana, but his damage rate was low. Lightning axe took out the mindwrack deamon which he returned with lilana eventually found firey temper to knock him to 2. Opponent gets to Emrakal when all I had was a land (drawing visions).. attacks fumerole into emrakal.. I topdeck burn and win.
Game 2 turn 3 visions, he killed it with caterpillar, I played turn 4 visions. Visions carried it from there
I like take inventory as a card I would like to use it, but not until rotation, I have Jaces (I opened them at prerelease) and missed the boat on selling them so I am just going to keep using him.
2-1 vs Sultai Control : I lost 2nd game to some lifelink and I was mana flood. Castigator helped me won 3rd game, along with 2 x Fevered Visions (bounced 4 Times in my hand).
1-2 vs Bant CoCo : I easily won the first game, even if my Life got low. I just burned my way throught.
Second game was lost to 3 x CoCo and 3 x Reflector Mage. I had two Thing in the Ice on the Battlefield when the first Mage hit me. I couldn't cast it back the next turn, and then TiTi #2 was bouced in my hand by Mage #2. I had two dead cards in my hand the following turn. When finally I managed my two TiTi the other turn, one got bounced again, and I was short one blocker to survive the final attack. I don't think anyone could have survived this triple duo CoCo/Mage.
Third game... I was still at 20 and dropped opponent to 10. Everything was Going great, and I even had an amazing play of Fiery Impulse on Spell Queller, to get my Fiery Temper back and kill a second Spell Queller, and get TiTi back on the Battlefield. For a single mana, I wiped his board and created board presence! But then I got mana short (stuck at 3 lands), and could only try to survive. I held on to turn 10, but never saw my 4th land (out of 17 cards). I'm sure I would have won this game (opponent thought the same and told me so). I had 3 Collective Defiance at one point in my hand. With a fourth land, I could have controlled the Battlefield and burn the dome for 9 more damage way before opponent could kill me on turn 10. So sad... My deck betrayed me on the last game...
I wouldn't change a thing to the deck, but I learned two precious lessons :
Fevered Visions vs Bant CoCo... Side it out! It has too much lands and low mana cost, so it can easily get under 4 cards and avoid the burn from Visions. I was helping opponent more than myself on game 2.
Castigator needs to be sided in game 2 vs Control (I only did so for game 3).
Finally, I'm still wondering if I should have sided in Nahiri's Wrath vs Bant CoCo. I only played that card once vs GW tokens on Game Day, and I'm still traumatized by that experience. Haven't yet got the guts to try it again... Someone can give some advice on that card? To me, it always seem like I get a card disadvantage unless I had Fiery Temper to discard. That's very conditionnal. And getting a card disadvantage vs a deck that has so much card advantage seems pretty dumb. No?
Is it possible that to make Nahiri's Wrath more useful/reliable, some Madness spells need to be added to the SB and sided in along with it? Just the Wind only costs U with Madness, and is probably an ok spell anyway against a creature heavy deck. Opinions?
I am not expecting to need to main the revelers once rotation hits, just need some kind of looter in that slot. (or a certain red plainswalker we aren't allowed to talk about yet)
Two cards that immediately come to mind for use against Call the Bloodline are Savage Alliance and Disperse and/or Compelling Deterrence. Alliance deals with the army of 1/1 lifelinkers and can also act as a removal or evasion spell if needed. The bounce spells can bounce call the bloodline, which you can then permanently get rid of with some negates or force your opponent to wheel it out of their hand with Collective Defiance.
Another option is Chandra, Flamecaller as a way to keep on the pressure in the late game and also act as a repeatable Pyroclasm when the board gets too full of 1/1s. Then there is the really funny option of rendering the 1/1s useless with some Dampening Pulses in your sideboard.
A single Rise from the Tides might also be worth trying as a way to out token them in the later game.
Alliance seems worse than kozilek's return or even radiant flames (which I own and will use instead because I have the full art one from game day i am not using). The problem is that, if fevered visions is running they will refuel and put a bunch more guys into play.
It is really tricky because without Bloodline, fevered visions is the best card agianst them and it is kind of important in the functioning of our deck... do I side it out?.. perhaps game three after i see call the bloodline? I tried siding in my weaver of lightning
Yeah I thought of Dampening pulse I went looking for some in my box of draft chaff, but left it too late to go searching before FNM (but FNM didn't fire anyway)) I am not super enthused by narrow 4 mana cards but I guess it does have applications against aggro decks as well.
Took this list to FNM last night and went 2-1-1 (we only play 4 rnds and cut to top).
My Loss was to Bant CoCo Humans, couldn't get into a sweeper when needed game 2 and might have misplayed a negate on a Dromoka's instead of saving it for a CoCo, which inevitably followed. Drew vs. U/R Thermo-Thing Game 1 I had all the answers, Game 2 he got Double Vision on me early before i got into my Cub's and couldn't Top a Dec in Stone w/ 5 Zombie tokens on his side. Beat U/W Spirits in a crazy 1-0-1 match, crushed B/R Madness 2-0 game 2 T3 Visions, T4 Visions sit back counter burn his stuff and allow Visions to do its work. Way too much card draw for them if they don't get Bloodline online. This is the newest most trimmed down version of this deck and seems to finally firing on all cylinders, of course right before rotation. That is why I want to port it over after rotation and am very optimistic for this Archetype going forward. FYI Splashing W has been amazing and the 3 (4 if you count Needle Spires) White cards that survive rotation are super good going forward I feel. I will just say this, Blessed Alliance is probably the best card in the deck as it does SO much, especially with Ojutai in play. One of the more back breaking lines of play late game is during Combat, pay 5W, gain 4 life, untap 2 blockers and opponent sacs an attacker, this will usually leave you far ahead. We all know how good Reflector Mage is and we get to abuse him in this shell, especially with the upcoming rotation . Declaration in Stone is super good here as giving them the option to draw another card with any number of Visions in play is usually counter to your opponent's desire to empty their hand. And do not underestimate Felidar Cub in the Mirror match.
Uh, that is a completely different deck than what this thread is about. It looks like a Jeskai midrange deck that just happens to have Fevered Visions as the only similar element in deck construction. I would probably find a thread with more similar lists or start a different one so that you can have similarly-minded people to get feedback from.
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Post Ravnica Allegiance Type 2 - WUB Control
States '09: 14th place. Aiming for better next year.
States '10: 12th place. Aiming for better next year.
Sooo different I know. I run Burn Spells, Counters and Removal. Except I chose to run a Dragon Shell over the Thermo-Thing creature base. And FYI, I specifically built this around Fevered Visions to maximize its effectiveness by not letting you do much of anything all the while you take incremental dmg. But I guess if you don't want any input from me, I will leave you leetist to your own thread. Pieces.
Yeah, actually; it's significantly different. UR Spells does not run a single white card, it doesn't play creatures in the main that aren't Thermo-Alchemist, Thing in the Ice, Jace, Bedlam Reveler, or Stormchaser Mage (mainly because these are all the most efficient for the deck's strategy), and it certainly doesn't run an inconsistent dragon package or five-mana wraths in the board. My original response wasn't meant to be a negative criticism, but simply a suggestion that this is probably not the thread for your deck.
Have you even looked at any of the lists in this thread? Do you seriously not see the difference? I'm not saying you have a terrible deck, but compare it to this:
This is my up-to-date last that I played last Friday. Your deck is just hitting it's stride on turn 5/6; mine is looking to end it by that time. Completely different approach to our games, neither of which are inherently wrong.
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Post Ravnica Allegiance Type 2 - WUB Control
States '09: 14th place. Aiming for better next year.
States '10: 12th place. Aiming for better next year.
Ok the thing is I could play a more efficient creature shell i. e. Eschewing the entire Dragon package for somewhat more efficient creatures. But, I feel splashing W gives the archetype an answer to the decks U/R spells has issues with and one that fares far better in the mirror. The Dragon package allows for a more efficient spell package and difficult to remove top end finisher's., thus not having to completely rely upon Vision's and chips with Thermo's. I suppose if you don't want me to discuss this further I'll not bother you anymore.
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Current Decks Standard : WB Orzhov Vampires BWGUB Sultai Constrictor BUG Brawl : GB Hapatra, Vizier of Poisons BG Modern : GB Golgari Elves BGGR Atarka Goblins RG Pauper : W Heroic WGB Delve BG
Nah, I get where you're coming from. Typically, the more colors you play the more powerful your deck will be because it has access to so many more tools. The balance comes in your mana base, which tends to be slower and/or more painful in this format. Whether or not that matters depends on your matchup, though.
The thing with the UR Spells deck is that it is trying to win the game before other decks' more powerful spells can take over and adding inconsistency in your mana development hinders that a non-zero amount.
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Post Ravnica Allegiance Type 2 - WUB Control
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.
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Personally, I think the deck is more Tempo Burn than anything else. The Burn is there to complement what the rest of the deck is doing, not supplant it. My version is a bit unconventional, but it works for me.
4 Wandering Fumarole
4 Shivan Reef
4 Islands
10 Mountains
Creatures 10
3 Stormchaser Mage
4 Thermo-Alchemist
1 Jori En, Ruin Diver
2 Bedlam Reveler
4 Galvanic Bombardment
2 Lightning Axe
3 Anticipate
2 Incendiary Flow
4 Unsubstantiate
4 Collective Defiance
4 Fevered Visions
3 Fiery Temper
2 Grip of the Roil
Card Choices
I run fewer lands since I run more draw/filtering. The deck tops out at 3 CMC -- except for Reveler, of course -- and I don't want to get clogged with lands. I will also play every land that comes into my hand, except when I want to bluff. If I'm drawing more, then I want to be casting more. Chaining spells together gets you more triggers for the creatures.
The creatures are the main kill conditions. Stormchaser is great for his haste and evasion, getting in and chipping away for damage. He's also a pretty good blocker. Jori is card draw. Cast Jori, then cast another spell, draw a card. Reveler is big and mean, drawing into more gas as needed, and killing on the ground.
Unsubstantiate and Grip of the Roil are tempo spells. For two mana, you get to delay a creature. Kalitas got ya down? Tap him down or return him to their hand. That extra turn you get may just be what you need to win. Unsubstantiate can also hit spells, and it works with Visions by putting that card back into their hand. Wait for them to tap out for a spell, then Unsubstantiate it. Tada. They just wasted their mana resources, and you got a trigger for your creatures.
Anticipate, Grip of the Roil, Jori En, and Fevered Visions are the draw. Anticipate can often dig to find you what you need. It's instant speed, so you can use it on the opponent's turn, getting another Alchemist trigger. At the end of their turn, tap Alchemist, cast Anticipate, untap Alchemist, and then tap him again for another point of damage. It's even more disgusting with two Alchemists in play. Grip delays a creature and draws a card, often drawing into more spells, which allows for more triggers. Jori's there as an experiment, but she seems promising. I really don't need to say more about Fevered Visions.
Galvanic Bombardment and Lightning Axe are there to kill problem creatures. Don't forget that you can suicide Stormchaser into a 4-toughness creature to kill it after throwing a Bombardment at it.
Incendiary Flow, Fiery Temper and Collective Defiance are both creature kill and go-to-the-face burn, and they're very good at it. Flow is there to get rid of things you don't want to see again and again. I almost never cast Defiance for the full five. I'm not as interested in the discard/draw as I am in being able to burn things with it. The option is there, however.
I don't have a decent sideboard yet, but Dispel and Negate should be there. I'm also a fan of Compelling Deterrence since it can temporarily get rid of problem planeswalkers, enchantments, or anything else.
Is it perfect, no, but it seems to work for me.
The world is on fire
and you are here to stay and burn with me.
http://www.mtgsalvation.com/trading-post/details/2820-tradesies
No. You can escalate Collective Defiance twice, but its base CMC is three.
The world is on fire
and you are here to stay and burn with me.
http://www.mtgsalvation.com/trading-post/details/2820-tradesies
The world is on fire
and you are here to stay and burn with me.
I have every intent of holding lands to set up a wheel once I have 5 lands. Keep in mind I keep the lands in hand once I start flooding because I need cards (from a potential wheel) more than I need lands at that point. I am not getting pinched from being able to cast all the things in my hand if there is nothing in my hand.
Last night 3-1 in my Tuesday night standard... as usual. I can't seem to breakthrough into 4-0, it is a little frustating.
I lost (1-2) in the first round to Abzan Delirium... basically losing to Linvala, gains 5 life has 5 toughness, limiting my options for removing it to lightning axe and its impossible to race. The deck also had the unbeatable Sigarda in the side but I didn't have to face that.
Then rattled off (2-0) wins against, Jund delirium, Bant company and Blue Fog/timewalks
I switched pieces of the puzzle and dispel from side to main but I didn't really like it. It didn't help when I got mana screwed and it actually missed a couple of times. So strange that it only seemed to work when I was already winning :/. Still I am going to try out anticipate for FNM/Tues next week.
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
Hi there, Machinegun Operators!
I've posted my list a few weeks ago, after winning Game Day. I've been away since then on vacation, but I'm glad to see the deck is still alive and well.
We have new ennemies in Sigarda, Heron's Grace and Orbs of Warding, but they're all things we can probably deal with if we Sideboard well.
I somewhat understand @Narvuntien comment about inconsistency, but all decks may suffer from that. I found out that Exquisite Firecraft was the MVP for me at Game Day. Yet, almost no other lists play the full playset, and most comments that I read here are about cutting the card from any deck lists. I beleive it might be the answer you're looking for. Doming these extra damages accelerate your victory to avoid Emrakul or situations where opponent just come back from a very low life total with Lifelink (Kalitas or Vents).
Here again is the deck I piloted at Game Day.
1 Jace, Vryn's Prodigy
4 Thermo Alchemist
3 Thing in the Ice
2 Bedllam Reveler
Spells (27)
4 Incendiary Flow
4 Fiery Temper
4 Exquisite Firecraft
4 Collective Defiance
4 Fevered Visions
3 Lightning Axe
2 Tormenting Voice
1 Dispel
1 Unsubstantiate
4 Wandering Fumerole
4 Shivan Reef
3 Highland Lake
2 Island
10 Mountain
2 Nahiri's Wrath
2 Goldnight Castigator
4 Fiery Impulse
1 Dispel
1 Unsubstantiate
2 Weaver of Lightning
2 Negate
1 Scab-Clan Berserker
Yes, there's 16 3-cmc spells in the deck, and it is a lot for a bad spot on the mana curve. But 4 of these can be cast for 1 mana with Madness (Fiery Temper) and 4 more are usually not cast for 3 mana anyway (Collective Defiance). This leaves only 8 cards (Exquisite Firecraft and Fevered Visions) to be hard 3-cmc. This is just fine, I beleive, and it is amazing what good 4 direct damage can do. Exquisite Firecraft is an incredible top deck, and I encourage you people to try it out.
The deck is probably a bit slower with it, with less triggers per turn on Thermo or TiTi. But the power jammed in this single card more than make up for it, I think. It means that I have more main deck solutions to deal with Avacyn, Kalitas, fat Trackers, TiTi, etc. Also, one less Jace (for budget reasons) but an extra Lightning Axe helps against late Sylvan Advocates, Sigarda, etc.
Maybe I just got lucky on Game Day, but I don't beleive so. I'll run the deck again this Friday, and will post the results as soon as I can.
I yet have to learn to play Nahiri's Wrath (a bad card so far IMHO), and I would like to try Jori En, Ruin Diver (maybe instead of 1 Bedlam Reveler in the main). But I'm not certain it will be good until I get 5-6 mana on the table (unless I get lucky and cast Tormenting Voice + Fiery Temper) to cast the 2nd spell each turn. Bedlam gets casted with 4-5 mana most of the time anyway (and it's not much to get a 3/4 Prowess creature + draw 3 cards).
Note that because I play Exquisite Firecraft instead of other cards, my sideboarding strategies will differ from yours.
About SB options:
- vs Temur Emerge : +4 Fiery Impulse, -1 each of Jace, TiTi, Dispel and Unsubstantiate. Destroy their hosts for Emerging an Eldrazi, and you should win. Make good use of Incendiary Flow's exile ability to get rid of key creatures.
- vs GB Delirium : Same as above. Don't forget to redirect Fevered Visions damage to Liliana (opponent has no use of her +1 ability against us, so she'll die fast). Don't kill all their creatures you can block with your 0/3 or 0/4, or you'll feed their Delirium. If you just dome opponent with direct damage, you'll probably win the race. Ishkanah and her minions still need 3-4 turns to kill you. I ignored the Spider and continued with my plan and won vs that deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
I see many posts about running out of gas late or how people hold lands. Instead of trying Anticipate try Take Inventory. I run the full 4 and have no issues having gas late. I almost always discard the first one while digging early and each one after the first is in the grave is actual card advantage. I also play every land I can so when I have just bounce and draw I can still activate my Fumurole for a damage source.
I play a list I posted a while back and it just chugs along on 20 lands. With the amount of draw you should always be able to find your third land and 20 gets you 2 in your opener most of the time.
Once CoCo goes this deck is going to be great. Not to mention that WW will also go away. I'm excited as this deck looks like a great call moving forward.
Cockatrice username: Blackcat77
3x Fiery Impulse
4x Fiery Temper
2x Lightning Axe
2x Unsubstantiate
4x Collective Defiance
4x Incendiary Flow
2x Tormenting Voice
4x Island
9x Mountain
4x Shivan Reef
4x Wandering Fumarole
1x Bedlam Reveler
4x Stormchaser Mage
4x Thermo-Alchemist
3x Goldnight Castigator
2x Jori En, Ruin Diver
2x Kozilek's Return
1x Lightning Axe
2x Negate
2x Spell Shrivel
3x Weaver of Lightning
I'm trying a couple things out differently than I had them last week. Namely, I removed a Fiery Impulse from the main and had it in the board before deciding to switch it for the third copy of Lightning Axe. A post earlier in this thread about the potential of Sigarda coming down and blanking most of our deck gave me a bit of pause, so I wanted a third clean answer to it in the 75 just in case. I moved the one Bedlam Reveler to the main in its place and we'll see how it works out; it seems fine, although it's not obvious to me how good it'll be in the end.
I'm also trying out a pair of Jori En, Ruin Diver to bring in with the rest of the anti-aggro package, particularly against humans. I don't know if it's going to perform or not, but a 2/3 with potential for one-sided card advantage sounds pretty good to me against a deck full of 2/1 creatures. That, in tandem with the Kozilek's Returns and Weavers of Lightning, should help put the hurt on them.
And regarding the potential for Orbs of Warding to be an issue, I think most of the matchups where you're likely to see those sided in are matchups where you're going to be bringing in your counterspells and Goldnight Castigators anyway, so it shouldn't be too much of a concern I wouldn't think. It also doesn't stop Fevered Visions, so that's also a thing.
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 dispel + 2 anticipate. I put the pieces of the puzzle back into the sideboard.
2-0 Bant company: Game 1 thing in the ice fliped and beat my opponent to death. The sided in the lightning weaver and it was supprisingly good here allowing me to pop the tougher creatures.. it was a grindy game, but my opponent missed twice on his recruter at a critical moment.
2-1 Mardu control: He emptied my hand, was forced to try to deal with this planeswalkers I wasn't able to they ultimated and eventunally won with him at 5. Game 2 lasted 2 min, he got mana screwed I swung for 8 on turn 4. Game 3: triple fevered visions.
2-0 Abzan delirium: Game 1 Burn two grim flayers then Fevered visions catches him with only high drops in hand. Game 2 he managed to get Siguarda into play but I got two fevered visions into play. he tapped out to empty his hand. I collective defiance 4 on kalitas, wheeled my 6 card hand with a third visions in hand desperate to find a lightning axe.. I found it, kililng the angel then I had him visions locked.
2-0 Jund Delirium. Game 1: 15 points of burn in opening hand. keep it I deal 15 points of burn.. then stall. Ishkana, lilana, but his damage rate was low. Lightning axe took out the mindwrack deamon which he returned with lilana eventually found firey temper to knock him to 2. Opponent gets to Emrakal when all I had was a land (drawing visions).. attacks fumerole into emrakal.. I topdeck burn and win.
Game 2 turn 3 visions, he killed it with caterpillar, I played turn 4 visions. Visions carried it from there
Fevered visions was on fire against basically.
I like take inventory as a card I would like to use it, but not until rotation, I have Jaces (I opened them at prerelease) and missed the boat on selling them so I am just going to keep using him.
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
2-0 vs RB Madness
2-1 vs Sultai Control : I lost 2nd game to some lifelink and I was mana flood. Castigator helped me won 3rd game, along with 2 x Fevered Visions (bounced 4 Times in my hand).
1-2 vs Bant CoCo : I easily won the first game, even if my Life got low. I just burned my way throught.
I wouldn't change a thing to the deck, but I learned two precious lessons :
Finally, I'm still wondering if I should have sided in Nahiri's Wrath vs Bant CoCo. I only played that card once vs GW tokens on Game Day, and I'm still traumatized by that experience. Haven't yet got the guts to try it again... Someone can give some advice on that card? To me, it always seem like I get a card disadvantage unless I had Fiery Temper to discard. That's very conditionnal. And getting a card disadvantage vs a deck that has so much card advantage seems pretty dumb. No?
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
BTW, this is the deck I piloted...
1 Jace, Vryn's Prodigy
4 Thermo Alchemist
3 Thing in the Ice
2 Bedllam Reveler
Instants (9)
4 Fiery Temper
3 Lightning Axe
1 Dispel
1 Unsubstantiate
Sorceries (14)
4 Incendiary Flow
4 Exquisite Firecraft
4 Collective Defiance
2 Tormenting Voice
4 Fevered Visions
Lands (23)
4 Wandering Fumerole
4 Shivan Reef
3 Highland Lake
2 Island
10 Mountain
2 Nahiri's Wrath
2 Goldnight Castigator
4 Fiery Impulse
1 Dispel
1 Unsubstantiate
2 Weaver of Lightning
2 Negate
1 Scab-Clan Berserker
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
1x Geier Reach Sanitarium
3x Highland Lake
3x Island
8x Mountain
4x Spirebluff Canal
4x Wandering Fumarole
2x Bedlam Reveler
4x Thermo-Alchemist
3x Thing in the Ice
Instant 11
4x Fiery Temper
3x Galvanic Bombardment
2x Lightning Axe
2x Unsubstantiate
4x Collective Defiance
4x Incendiary Flow
2x Nagging Thoughts
2x Tormenting Voice
Enchantment 4
4x Fevered Visions
Pauper: Burn
Modern: Burn
Legacy: Burn
EDH: Marath, Will of the Wild - Ramp/Combo | Anafenza the Foremost - French | Uril, the Miststalker - Voltron | Freyalise, Llanowar's Fury - Goodstuff
Ghost Council of Orzhov - Tokens | Lazav, Dimir Mastermind - Control | Isamaru, Hound of Konda - Tiny Leaders
- 2 nagging thoughts + 2 anticipate.. same card but better.
I am not expecting to need to main the revelers once rotation hits, just need some kind of looter in that slot. (or a certain red plainswalker we aren't allowed to talk about yet)
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
1x Geier Reach Sanitarium
4x Inspiring Vantage
5x Island
4x Needle Spires
3x Plains
4x Spirebluff Canal
4x Wandering Fumarole
Enchantment (4)
4x Fevered Visions
Instant (8)
3x Blessed Alliance
2x Scatter to the Winds
3x Unsubstantiate
2x Cataclysmic Gearhulk
3x Goblin Dark-Dwellers
4x Niblis of Frost
4x Reflector Mage
Sorcery (7)
3x Declaration in Stone
4x Incendiary Flow
Planeswalker (3)
3x Saheeli Rai
3x Ceremonious Rejection
2x Chandra, Flamecaller
3x Fragmentize
2x Negate
3x Radiant Flames
2x Summary Dismissal
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
As such I got smashed on Tuesday night standard.
Is call the bloodline just unbeatable? Linvala is still kicking my arse as well. Anything I can do about these cards?
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
Another option is Chandra, Flamecaller as a way to keep on the pressure in the late game and also act as a repeatable Pyroclasm when the board gets too full of 1/1s. Then there is the really funny option of rendering the 1/1s useless with some Dampening Pulses in your sideboard.
A single Rise from the Tides might also be worth trying as a way to out token them in the later game.
It is really tricky because without Bloodline, fevered visions is the best card agianst them and it is kind of important in the functioning of our deck... do I side it out?.. perhaps game three after i see call the bloodline? I tried siding in my weaver of lightning
Yeah I thought of Dampening pulse I went looking for some in my box of draft chaff, but left it too late to go searching before FNM (but FNM didn't fire anyway)) I am not super enthused by narrow 4 mana cards but I guess it does have applications against aggro decks as well.
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
My Loss was to Bant CoCo Humans, couldn't get into a sweeper when needed game 2 and might have misplayed a negate on a Dromoka's instead of saving it for a CoCo, which inevitably followed. Drew vs. U/R Thermo-Thing Game 1 I had all the answers, Game 2 he got Double Vision on me early before i got into my Cub's and couldn't Top a Dec in Stone w/ 5 Zombie tokens on his side. Beat U/W Spirits in a crazy 1-0-1 match, crushed B/R Madness 2-0 game 2 T3 Visions, T4 Visions sit back counter burn his stuff and allow Visions to do its work. Way too much card draw for them if they don't get Bloodline online. This is the newest most trimmed down version of this deck and seems to finally firing on all cylinders, of course right before rotation. That is why I want to port it over after rotation and am very optimistic for this Archetype going forward. FYI Splashing W has been amazing and the 3 (4 if you count Needle Spires) White cards that survive rotation are super good going forward I feel. I will just say this, Blessed Alliance is probably the best card in the deck as it does SO much, especially with Ojutai in play. One of the more back breaking lines of play late game is during Combat, pay 5W, gain 4 life, untap 2 blockers and opponent sacs an attacker, this will usually leave you far ahead. We all know how good Reflector Mage is and we get to abuse him in this shell, especially with the upcoming rotation . Declaration in Stone is super good here as giving them the option to draw another card with any number of Visions in play is usually counter to your opponent's desire to empty their hand. And do not underestimate Felidar Cub in the Mirror match.
4x Battlefield Forge
1x Geier Reach Sanitarium
5x Island
4x Needle Spires
3x Plains
4x Shivan Reef
4x Wandering Fumarole
Sorcery (3)
3x Declaration in Stone
4x Fevered Visions
Instant (14)
3x Blessed Alliance
4x Draconic Roar
4x Silumgar's Scorn
3x Unsubstantiate
Creature (14)
3x Dragonlord Ojutai
3x Jace, Vryn's Prodigy
4x Reflector Mage
4x Thunderbreak Regent
1x Always Watching
1x Dispel
2x Felidar Cub
2x Learn from the Past
2x Negate
1x Planar Outburst
3x Rending Volley
2x Summary Dismissal
1x Tragic Arrogance
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
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.
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
Have you even looked at any of the lists in this thread? Do you seriously not see the difference? I'm not saying you have a terrible deck, but compare it to this:
4x Fiery Temper
2x Lightning Axe
4x Collective Defiance
4x Incendiary Flow
4x Tormenting Voice
2x Exquisite Firecraft
3x Highland Lake
3x Island
10x Mountain
4x Shivan Reef
4x Wandering Fumarole
4x Stormchaser Mage
4x Thermo-Alchemist
4x Fevered Visions
3x Goldnight Castigator
2x Jori En, Ruin Diver
2x Kozilek's Return
1x Lightning Axe
2x Negate
2x Spell Shrivel
3x Weaver of Lightning
This is my up-to-date last that I played last Friday. Your deck is just hitting it's stride on turn 5/6; mine is looking to end it by that time. Completely different approach to our games, neither of which are inherently wrong.
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.
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
The thing with the UR Spells deck is that it is trying to win the game before other decks' more powerful spells can take over and adding inconsistency in your mana development hinders that a non-zero amount.
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.