Just got back from FNM, went 4-0 and drew the 5th round with the person who was also 4-0.
It worked beautifully, like an intricate swiss watch.
Some thoughts:
4 Brimstone Volley is too much. I may go 3 Incinerate/2 Volley. I am doing so much on every turn that the extra mana for Volley was a hinderance.
Desperate Ravings is amazing in this deck.
Gitaxian Probe was very helpful, knowing when I can drop things or when I need to hold back and counter. That and Snapcaster + 2 life = shenanigans!
I'll work on the list and let you guys know what I come up with in 2.0.
MAN its fun to play. (But its very intricate, it's a thinking man's deck.)
EDIT:
My Matches:
Round 1: vs Black/Red burn
Round 2: vs Green/White Token
Round 3: vs Red/Green Beats (He G-waves for 4 and got 2 pheonixes and 2 hero of oxid ridge. Nuts!)
Round 4: vs Mono-Black Liliana Control
Round 1 vs. UR sword deck with some interesting inclusions.
Game 1: I don't remember much except slowly killing all his creatures with geistflames and dismember. He grinds me down with Chandra's Phoenix and then hit's me for a devil's play for 7 to finish me.
+2 Negate, +1 Surgical, +2 Dissipate. -3 Dismember, -2 Geistflame. (All I see game one is phoenix and invisible stalker so I opt to board out most of my single target removal for more counters and a surgical for phoenix).
Game 2: He leads on double invisible stalker, for which I have slagstorm. He plays a few swords that get ancient grudged. I win the game several turns later with triple vengeance out.
Game 3: He leads on double delver of secrets (wtf?) and double mind shrieker(first one gets leaked). Delvers flip on turn 3 and he mills my slagstorm off the top with mind shrieker. I die on turn 5 holding snapcaster to flashback the slagstorm. I punt here because I fail to play my burning vengeance on turn 3(opting to hold up counter magic instead), which would have allowed me to go geistflame, play snapcaster targerting geistflame and flashback for one to kill both of his 3/2 fliers. Oh well.
Round 2 vs. RUG vengeance.
Game 1: I keep a two land, think twice hand on the draw and don't find a third land until he has 8 lands in play. We eventually both get burning vengeance on the table, but he's able to race me better with more mana.
Game 2: He plays a turn 3 desperate ravings at the end of my turn. I let it resolve and then try to surgical extraction it. He responds by casting memorys journey on it to shuffle it back in. A few turns of draw go commence and he tries to extract my extraction. I respond with negate, which he mana leaks. I let the mana leak resolve(couldn't pay anyways with only 2 mana up), I play Cap't Snaps targeting surgical extraction and extract his mana leaks. I see a hand of flashfreeze, incinerate, snapcaster and lands. Some more draw go commences and I draw my second inferno titan. I cast the first one to bait out the flashfreeze, which he does and I'm able to resolve the second one with negate backup. Inferno goes the distance
Game 3: All I can remember is several turns of draw go with think twice and desperate ravings resolving. He eventually gets two burning vengeance out to my one. I'm able to EoT beast within one and then slagstorm to wipe the board. I get a second burning vengeance out and my desperate ravings chain into each other for the win. Both of my inferno titans get flash freezed this game.
Round 3 vs. some kind of infernal plunge red deck.
Game 1: I remember geistflaming a one drop, he plays a shrine on turn 2 and I cringe and hope for ancient grudge. I have to play a hinterland harbor tapped on turn 2. His turn 3 is kuldotha rebirth saccing shrine, infernal plunge, koth. My mana leak in my hand taunts me. I'm able to eventually kill koth with burning vengeance but 1/1s finish the job with slagstorm nowhere in sight.
+3 Vulshok Refugee, +2 negate. -2 Inferno Titan, -3 Dismember. (He's running a wienie stragety so dismember seems poor and inferno is too slow).
Game 2: Triple Vulshok Refugee gets there. Game 3: He plays a more traditional goblin gameplan, but double geistflame stops any early pressure and I get double vengeance out and play around burn with negate and snapcaster in hand.
Round 4 vs. Mono black infect.
Game 1: double geistflame stops any early presure. I have ancient grudge for his swords and dismember for his crusader.
+2 Beast Within, -1 ancient grudge, -1 mana leak.
Game 2: Much of a repeat of game 1 except he get some early poison in and is able to proliferate it but not nearly fast enough to race inferno titan.
I don't see brimstone as a problem. Yeah there are times when it slows you down but it closes out a game faster then any other spell. The only cards that come close are day and naw to the bone. Neither are good for us though
Ok I asked this in a thread that was apparently a copy of this one.
I know that snapcaster mages are the bees knees in this deck, but are they absolutely necessary? I am working on getting a set of them together, but could I possibly try and get together the deck minus them, and what success do you guys think I would fare without them.
Well, Snapcaster doesn't make a deck. It does make a deck a lot better. You should never let not having a playset stop you from building a deck, but your deck will almost always be better from running some number between 2 and 3, occasionally 4.
Private Mod Note
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Rollback Post to RevisionRollBack
Playing UX Mana Denial until Modern gets the answers it needs.
WUBRG Humans BRW Mardu Pyromancer UW UW "Control" UR Blue Moon
In what little testing I've done of this deck I find that Snapcasters make it possible to recover from a poor start. It just offers an amazing amount of flexibility that you can't really replicate with other cards; that said it's by no means integral to the deck. I've heard people talking about stuff like Dream Twist that might perform similarly but never as well.
To be honest I cut Snapcaster mages out completely and I found it ran smoother. The only cards it was really useful with was with dismember/incinerate and mana leak. However I realized Geistflame was superior in this metagame to incinerate and I would rather play dissipate over mana leaks 5-8. So out went Snapcaster and incinerate and in came Geistflame and Dissipate and I havent looked back since.
So, on the drive back from States I got to thinking about a new build involving Snappy and Burning vengeance. What I did think was to add in heartless summoning... What? why? Well, snappy then becomes a 1 drop that instantly dies and enables morbid spells. Furthermore, adding B to the build enables me to also include Sheoldred, whispering one (which is now cheaper to cast from the Summonings). Sheoldred will get snappy back for burning vengeance action off the flashback. And this will allow me to naturally recast Forbidden Alchemy's flashback cost. With that being said, here is the initial setup of my design. It is still big, but...
Obviously this build is too big (needs trimming) and has a super cool name. This is just an idea at this point. I thought I would drop it on the community to see what other people think.
Oh and in testing how have people fared against Solar Flare? I am coming away from that build, but I am curious if it poses a problem.
EDIT: another thought that I had was to dredge into past in flames and then chain gun your opponent with nothing but phyrexian mana costed and 1 drop spells (ie gitaxian probe, surgical extraction, ponder, etc). Do you feel that this could also be viable?
Not a great Puresteel deck but my first match with this deck, made some crucial play mistakes that lost it for me. 1-2
0-1
Round 2: UW Blade
Game 1: Slow game where I keep trying to sneak vengeance out there one at a time. He Orings a couple but I eventually stick two and go to town.
Game 2: Had a misplay (played Vengeance into a counter when I should'nt have and he gets two SoFaF onto a snappy
Game 3: Barely start it before turns and we end up drawing
0-1-1
Round 3: Werewolves
Basically Vengeance feeds on this deck and it was a very easy 2-0 win
1-1-1
Overall loved playing the deck and have already thought about some changes I would like to make MD. Snappy was a bit slow most of the time and I think I will test two instead of three and then get a Wurmcoil or Constipated Sphinx in there as a one of for some diversity of threats and add and extra wincon to the deck.
The SB is very experimental. Have the sixes in there to side in for Vengeance if I run into a lot of Enchantment hate or something. Loved Flashfreeze. WHo likes the Vulshok Refugee in here? Seems like it could be really good. ANy other SB suggestions?
Lastly, has anyone considered Noxious Revival in here? Not sure if there's really space for it but I think it could be really good as a one or two of. Might start testing that for kicks to see what happens.
Thoughts and suggestions are welcome! I think this deck as a lot of promise!
Using the list above I went 4-2 to a 3rd place finish. My losses were to Wolf Run Ramp and to a janky Zombie deck that managed to get me in game 3. (Main deck curse of oblivion... ? Seriously?!)
Hey i really like what you did here. Mind if i use this as a base to start from? Its my first constructed deck.
The problem i see with your build is lack of any slagstorms maindeck. With no creatures to speak of can you really afford to have none maindeck? I would think tokens, RDW and tempered steel would all be too fast without some board sweepers, as you are really counting on winning games 2 and 3 with only 3 sweepers. Plus slagstorm can nug the opponent in the face if need be. I guess having not played it maybe im wrong about it being weak against really fast decks? Maybe some arc trails instead of brimstone volley? Tree definitely seems great in this deck against aggro buying you enough time to finish them or stabilize.
One more thing... bramblecrush seems a bit risky because if you need it and can't get ahold of 2 of your 7 green sources its dead in your hand. I really think the 2 big problems for this deck are nihl spellbomb(obviously) and spellskite. What does bramblecrush really solve that grudge doesn't? O-ring? Any big creature should be leaked/dissipated.
The deck digs for Burning Vengeance while dumping cheap/free cards into the graveyard then casts Past in Flames and flashbacks cheap/free spells for the win.
It can afford to play such few land by playing Caravan Vigil, Ponder, and Mulch to find the few lands needed to play your spells. Caravan Vigils in the graveyard allow you to go off for big damage on as little as 5 mana with Burning Vengeance, Past in Flames, a couple Forests left in your library, and a few free spells in the graveyard.
Noxious Revival allows you to dig with Mulch and Desperate Ravings without worry of losing your Burning Vengeance. It also counters Surgical Extraction.
Well, with the exception of Snapcaster, a creature-less version of this deck just doesn't work. In fact, it's awful. It can't beat anything. So I think I'm going to try Monkey's version or something similar and see how it does.
If we use Chandra's second ability to copy a spell that was flashbacked, does the copy trigger burning veangance's ability?
9/22/2011: When the delayed trigger resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
here is my current list with DKA cards. let me know what you guys think! its a pretty rough draft, and i have no idea what im doing so keep that in mind.
We'll see how it works at FNM tonight.
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
3 grim lavamancer
3 delver of secrets
3 snapcaster mage
4 perilous myr
3 infernal plundge
3 gut shot
4 think twice
4 brimstone volley
3 past in flames
2 ponder
2 ancient grudge
22 land
It worked beautifully, like an intricate swiss watch.
Some thoughts:
4 Brimstone Volley is too much. I may go 3 Incinerate/2 Volley. I am doing so much on every turn that the extra mana for Volley was a hinderance.
Desperate Ravings is amazing in this deck.
Gitaxian Probe was very helpful, knowing when I can drop things or when I need to hold back and counter. That and Snapcaster + 2 life = shenanigans!
I'll work on the list and let you guys know what I come up with in 2.0.
MAN its fun to play. (But its very intricate, it's a thinking man's deck.)
EDIT:
My Matches:
Round 1: vs Black/Red burn
Round 2: vs Green/White Token
Round 3: vs Red/Green Beats (He G-waves for 4 and got 2 pheonixes and 2 hero of oxid ridge. Nuts!)
Round 4: vs Mono-Black Liliana Control
Draw vs Mono Red Koth.
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
4 Snapcaster Mage
2 Inferno Titan
Vengeance:
4 Burning Vengeance
Spells:
4 Desperate Ravings
4 Dismember
3 Mana Leak
4 Think Twice
3 Slagstorm
4 Geistflame
2 Ancient Grudge
2 Forbidden Alchemy
6 Island
3 Mountain
4 Sulfur Falls
4 Blackcleave Cliffs
3 Copperline Gorge
3 Darkslick Shores
1 Hinterland Harbor
3 Surgical Extraction
2 Dissipate
1 Ancient Grudge
2 Beast Within
3 Vulshok Refugee
2 Negate
2 Phantasmal Image
Round 1 vs. UR sword deck with some interesting inclusions.
Game 1: I don't remember much except slowly killing all his creatures with geistflames and dismember. He grinds me down with Chandra's Phoenix and then hit's me for a devil's play for 7 to finish me.
+2 Negate, +1 Surgical, +2 Dissipate. -3 Dismember, -2 Geistflame. (All I see game one is phoenix and invisible stalker so I opt to board out most of my single target removal for more counters and a surgical for phoenix).
Game 2: He leads on double invisible stalker, for which I have slagstorm. He plays a few swords that get ancient grudged. I win the game several turns later with triple vengeance out.
Game 3: He leads on double delver of secrets (wtf?) and double mind shrieker(first one gets leaked). Delvers flip on turn 3 and he mills my slagstorm off the top with mind shrieker. I die on turn 5 holding snapcaster to flashback the slagstorm. I punt here because I fail to play my burning vengeance on turn 3(opting to hold up counter magic instead), which would have allowed me to go geistflame, play snapcaster targerting geistflame and flashback for one to kill both of his 3/2 fliers. Oh well.
Round 2 vs. RUG vengeance.
Game 1: I keep a two land, think twice hand on the draw and don't find a third land until he has 8 lands in play. We eventually both get burning vengeance on the table, but he's able to race me better with more mana.
+3 Surgical, +2 Negate, +2 Dissipate, +2 Beast Within. -4 Dismember, -2 Slagstorm, -2 Ancient Grudge, -1 Geistflame.
Game 2: He plays a turn 3 desperate ravings at the end of my turn. I let it resolve and then try to surgical extraction it. He responds by casting memorys journey on it to shuffle it back in. A few turns of draw go commence and he tries to extract my extraction. I respond with negate, which he mana leaks. I let the mana leak resolve(couldn't pay anyways with only 2 mana up), I play Cap't Snaps targeting surgical extraction and extract his mana leaks. I see a hand of flashfreeze, incinerate, snapcaster and lands. Some more draw go commences and I draw my second inferno titan. I cast the first one to bait out the flashfreeze, which he does and I'm able to resolve the second one with negate backup. Inferno goes the distance
Game 3: All I can remember is several turns of draw go with think twice and desperate ravings resolving. He eventually gets two burning vengeance out to my one. I'm able to EoT beast within one and then slagstorm to wipe the board. I get a second burning vengeance out and my desperate ravings chain into each other for the win. Both of my inferno titans get flash freezed this game.
Round 3 vs. some kind of infernal plunge red deck.
Game 1: I remember geistflaming a one drop, he plays a shrine on turn 2 and I cringe and hope for ancient grudge. I have to play a hinterland harbor tapped on turn 2. His turn 3 is kuldotha rebirth saccing shrine, infernal plunge, koth. My mana leak in my hand taunts me. I'm able to eventually kill koth with burning vengeance but 1/1s finish the job with slagstorm nowhere in sight.
+3 Vulshok Refugee, +2 negate. -2 Inferno Titan, -3 Dismember. (He's running a wienie stragety so dismember seems poor and inferno is too slow).
Game 2: Triple Vulshok Refugee gets there.
Game 3: He plays a more traditional goblin gameplan, but double geistflame stops any early pressure and I get double vengeance out and play around burn with negate and snapcaster in hand.
Round 4 vs. Mono black infect.
Game 1: double geistflame stops any early presure. I have ancient grudge for his swords and dismember for his crusader.
+2 Beast Within, -1 ancient grudge, -1 mana leak.
Game 2: Much of a repeat of game 1 except he get some early poison in and is able to proliferate it but not nearly fast enough to race inferno titan.
I know that snapcaster mages are the bees knees in this deck, but are they absolutely necessary? I am working on getting a set of them together, but could I possibly try and get together the deck minus them, and what success do you guys think I would fare without them.
WUBRG Humans
BRW Mardu Pyromancer
UW UW "Control"
UR Blue Moon
Level 1 Judge
4x Snapcaster Mage
2x Sheoldred, Whispering One
1x Consecrated Sphinx
Enchantments
4x Burning Vengeance
3x Heartless Summoning
3x Mana Leak
3x Think Twice
2x Visions of Beyond
2x Dissipate
3x Forbidden Alchemy
4x Brimstone Volley
3x Arc Trail
3x Slagstorm
1x Past in Flames
1x Runic Repetition
Obviously this build is too big (needs trimming) and has a super cool name. This is just an idea at this point. I thought I would drop it on the community to see what other people think.
Oh and in testing how have people fared against Solar Flare? I am coming away from that build, but I am curious if it poses a problem.
EDIT: another thought that I had was to dredge into past in flames and then chain gun your opponent with nothing but phyrexian mana costed and 1 drop spells (ie gitaxian probe, surgical extraction, ponder, etc). Do you feel that this could also be viable?
EDH:▼
(links to 3D generals)
Playing: Designing:
Retired:
4x Snapcaster Mage
1x Consecrated Sphinx
1x Wurmcoil Engine
BURN: 8
3x Geistflame
3x Incinerate
2x Brimstone Volley
COUNTER: 5
4x Mana Leak
1x Dissipate
DRAW: 11
3x Desperate Ravings
4x Think Twice
4x Gitaxian Probe
4x Burning Vengeance
OTHER: 2
2x Ancient Grudge
LAND: 24
3 Hinterland Harbor
7 Island
6 Mountain
4 Rootbound Crag
4 Sulfur Falls
2x Spellskite
3x Flashfreeze
3x Slagstorm
2x Memory's Journey
1x Ancient Grudge
2x Thrun, the Last Troll
2x Phantasmal Image
EDIT:
Above - Love the "Heartburn" concept. I cut Forbidden Alchemy simply because I couldn't naturally flash it back.
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
3 Snapcaster Mage
Enchantments:
4 Burning Vengeance
Burn:
3 Geistflame
2 Devil's Play
3 Slagstorm
Draw:
4 Think Twice
4 Desperate Ravings
3 Forbidden Alchemy
Counters:
4 Mana Leak
2 Dissipate
1 Ancient Grudge
2 Go for the Throat
1 Sever the Bloodline
1 Disperse
Lands:
4 Drowned Catacombs
4 Blackcleave Cliffs
4 Sulfur Falls
1 Hinterland Harbor
1 Rootbound Crag
6 Island
4 Mountain
1 Olivia Voldaren
1 Grave Titan
1 Inferno Titan
1 Wurmcoil Engine
3 Flashfreeze
2 Azure Mage
1 Geist Flame
3 Ancient Grudge
2 Tribute to Hunger
Not a great Puresteel deck but my first match with this deck, made some crucial play mistakes that lost it for me. 1-2
0-1
Round 2: UW Blade
Game 1: Slow game where I keep trying to sneak vengeance out there one at a time. He Orings a couple but I eventually stick two and go to town.
Game 2: Had a misplay (played Vengeance into a counter when I should'nt have and he gets two SoFaF onto a snappy
Game 3: Barely start it before turns and we end up drawing
0-1-1
Round 3: Werewolves
Basically Vengeance feeds on this deck and it was a very easy 2-0 win
1-1-1
Overall loved playing the deck and have already thought about some changes I would like to make MD. Snappy was a bit slow most of the time and I think I will test two instead of three and then get a Wurmcoil or Constipated Sphinx in there as a one of for some diversity of threats and add and extra wincon to the deck.
The SB is very experimental. Have the sixes in there to side in for Vengeance if I run into a lot of Enchantment hate or something. Loved Flashfreeze. WHo likes the Vulshok Refugee in here? Seems like it could be really good. ANy other SB suggestions?
Lastly, has anyone considered Noxious Revival in here? Not sure if there's really space for it but I think it could be really good as a one or two of. Might start testing that for kicks to see what happens.
Thoughts and suggestions are welcome! I think this deck as a lot of promise!
Thanks to DNC at Heroes of the Plane for this sig
Now Playing:
EDH:
Derevi, Enchantress
5C Planeswalkers (Child of Alara)
Sharuum
Narset, Enlightened Master
Ezuri Elves
The Mimeoplasm
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
Hey i really like what you did here. Mind if i use this as a base to start from? Its my first constructed deck.
The problem i see with your build is lack of any slagstorms maindeck. With no creatures to speak of can you really afford to have none maindeck? I would think tokens, RDW and tempered steel would all be too fast without some board sweepers, as you are really counting on winning games 2 and 3 with only 3 sweepers. Plus slagstorm can nug the opponent in the face if need be. I guess having not played it maybe im wrong about it being weak against really fast decks? Maybe some arc trails instead of brimstone volley? Tree definitely seems great in this deck against aggro buying you enough time to finish them or stabilize.
One more thing... bramblecrush seems a bit risky because if you need it and can't get ahold of 2 of your 7 green sources its dead in your hand. I really think the 2 big problems for this deck are nihl spellbomb(obviously) and spellskite. What does bramblecrush really solve that grudge doesn't? O-ring? Any big creature should be leaked/dissipated.
3 Past in Flames
4 Gitaxian Probe
4 Gut Shot
4 Noxious Revival
4 Ponder
4 Caravan Vigil
4 Mulch
4 Desperate Ravings
4 Think Twice
3 Mana Leak
2 Negate
2 Slagstorm
1 Hinterland Harbor
1 Sulfur Falls
3 Island
2 Mountain
4 Forest
1 Mana Leak
2 Negate
3 Mental Misstep
3 Ancient Grudge
2 Slagstorm
4 Ghost Quarter
The deck digs for Burning Vengeance while dumping cheap/free cards into the graveyard then casts Past in Flames and flashbacks cheap/free spells for the win.
It can afford to play such few land by playing Caravan Vigil, Ponder, and Mulch to find the few lands needed to play your spells. Caravan Vigils in the graveyard allow you to go off for big damage on as little as 5 mana with Burning Vengeance, Past in Flames, a couple Forests left in your library, and a few free spells in the graveyard.
Noxious Revival allows you to dig with Mulch and Desperate Ravings without worry of losing your Burning Vengeance. It also counters Surgical Extraction.
9/22/2011: When the delayed trigger resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
4 Snapcaster Mage
Instants (11)
4 Mana Leak
3 Desperate Ravings
3 Gut Shot
1 Vapor Snag
Sorcery (17)
4 Lingering Souls
4 Faithless Looting
3 Gitaxian Probe
1 Silent Departure
1 Past in Flames
1 Devil's Play
3 Whipflare
2 Altar of the Lost
Enchantments (5)
4 Burning Vengeance
1 Secrets of the Dead
Lands (21)
3 Shimmering Grotto
2 Darkslick Shores
3 Island
3 Mountain
3 Blackcleave Cliffs
4 Sulfur Falls
1 Copperline Gorge
2 Seachrome Coast
1 Gut Shot
1 Whipflare
3 Vapor Snag
2 Ancient Grudge
2 Ray of Revelation
2 Negate
2 Dissipate
2 Bone to Ash