I got the general idea for a pet deck project during pre-release weekend when I got a nice chunk of red & blue cards. I’m not really sure how it’s gonna look by the time I’m done tinkering with it but I’ve got a first draft of this thing together and I’m gonna take it to playtesting night over my buddy’s this week. At this point it might seem like there’s some odd choices and while I’ve put some thought into the card selection I fully admit that this deck isn’t a refined finished project. Since it’s not close to being a finished deck, as per my personal tradition there is no real sideboard yet, I have some real solid ideas about what it should be but since I acknowledge that the deck is in flux it’s just something I put off until it’s a bit more stable. Finally, I started this as its own thread because I wouldn’t call this a burn deck exactly, it’s certainly not mono blue and it seems like there’s a pretty wide range of wizards (my deck is Izzit at this point but who knows where it’ll end up).
General:
I always have a bit of a rough time putting my brews into archtype boxes and this case isn’t any different. By and large this deck is intended to play aggressively. Most of the deck will be played fast and cheap. There is a small element of control built in (with Siren Stormtamer’s ability and Wizard’s Retort) but there’s an aggressive edge to this as well (Stormtamer’s ability being attached to a flying Wizard one drop and Wizard’s Retort triggering Prowess and Adeliz). There’s a bit of burn involved in this formula and while it’s vital, it’s secondary to the Wizards themselves. I’m a little iffy on the manna base, most of the cards cast very cheap and this deck seems to get by on 21 lands but it’s also nice to be able to drop lands more consistently.
Soul-Scar Mage: This little guy has had a lot said about him but I’ll say a little more in the context of this deck. His ability to give -1/1 damage counters is the primary reason I’ve played him in the past but while it’s not totally irrelevant in this build (wizard lightning and lightning strike can both hit a range of targets) it’ll probably factor in strongly for my sideboard. Prowess is the real motivation for him being in here (being a one drop red helps too).
Blue:
Siren Stormtamer: He’s a one drop flier Wizard and if you’re in a position to sacrifice it, this card helps limit your opponent’s options significantly. Not much more needs to be said about this card, it’s a real workhorse.
Two-drops:
Red:
Burning Fist Minotaur: It may seem an odd choice, there may be better two drop red wizards but I’ve got a good feeling about this guy in the context of this deck. A 2/1 for 2 isn’t amazing but (besides it being a wizard) first strike is a nice ability. The other text on the card could prove exceptionally useful but more on this later.
Blue:
Spellweaver Eternal: Once again, a 2/1 for 2 isn’t earth shaking but this card has a couple bits that are really nice in here. Afflict: 2 isn’t revolutionary but it assures you that something is gonna make it through if you swing. This card also has Prowess which is pretty useful because you’ll be casting a good number of non-creature spells.
Three-drops:
Gold (U/R):
Adeliz, the Cinder-Wind: She’s the champ in this build, comes out swinging in the air and effectively gives the whole team prowess, double prowess for the Soul-Scars and Spellweavers but it doesn’t hurt buffing up your flying Stormtamers or your first strike Burning-Fists either.
Four-drops:
Blue:
Naru Meha, Master Wizard: She’s the only three-of in the deck but only because something had to be and she costs the most. In an ideal world you’ll be casting her with (at least) 5 lands out to copy a Wizard’s Lightning but in the likely situation where (at least at first) you won’t have the luxury of 5+ lands and a spell (Wizard’s Lightning or Lightning Strike) to copy she’s still useful as a lord and as a three-of there’s a chance you’ll have a second chance to take advantage of that copy ability.
The Spells:
Besides being awesome in and of themselves these spells provide the bonus of bonuses to (many, potentially all of your wizards) with prowess and / or Adeliz’s ability.
Enchantments:
One-drops:
Blue:
Curious Obsession: The +1/1 is fine enough but the card draw is the reason this is here along with the fact that it is a non creature spell so it will trigger prowess and Adeliz’s ability on the turn it comes out. It looks good on most of your creatures (The fliers tend to have a good chance of getting through a lot of decks, it’ll give your prowess guys +2/2 on the turn it comes out and a 3/2 first striker with the ability to bring card draw with its attacks helps offset the pain of discarding a card to activate his ability which, (if you’ve got the resources) , can kill most blockers.
Instants:
Two-drops:
Red:
Lightning Strike: Three damage to creature or player for 2 manna isn’t bad. Soul-Scar’s ability can make this meaningful against creatures with toughness higher than 3 and as a non-creature spell triggers 12 cards in the deck and can be copied by 3.
Three-drops:
Both Three-drop spell slots are a bit deceptive as they are functionally R or UU to cast.
Red:
Wizard’s Lightning:Just like Lightning Strike but better because there are 23 Wizards in this deck that turn this card into a one-drop Lightning Bolt and as everyone knows Lightning Bolt > Lightning Strike.
Blue:
Wizard’s Retort: Once again 23 wizards pays off, turning this three-drop into an effective two-drop Cancel which is a swell way to frustrate your opponent and throw off their combat math a good bit with your prowess wizards and Adeliz’s ability.
It is a bit creature-heavy imho (I don't think the goblin is necessary).
I'd probably want some number of Chart a Course and Unsummon/Blink of an Eye in the deck.
This Pannabanamonicon deck looks awesome. You know what looks like it could be a real nice fit? 2 of Kefnet the Mindful. Between the Silvergil's and Champion's of Wit it may not be hard to hang onto 5 or 6 cards, then Kefnet's ability can get you that 7th card. Better yet if it is a counter spell or another creature that can help you draw cards.
Wait, from the Mtggoldfish article this deck can go infinite. "Second, Illusionist's Stratagem allows us to go infinite with a Nabanamonicon and Naru Meha, Master Wizard!"
So does that mean having a Naban/Pan out, a Naru Meha, Master Wizard, and a Ghitu Journeymage will win the game once casting Illusionist's Stratagem?
Wait, from the Mtggoldfish article this deck can go infinite. "Second, Illusionist's Stratagem allows us to go infinite with a Nabanamonicon and Naru Meha, Master Wizard!"
So does that mean having a Naban/Pan out, a Naru Meha, Master Wizard, and a Ghitu Journeymage will win the game once casting Illusionist's Stratagem?
Yes.
Though it is a very slow combo which requires 8-mana to cast Stratagem and Naru Meha in the same turn.
Tested the Djinn's. I think 2-3 is about right, but 4 seems like overkill. I also like Naru's "lord" ability, but we don't really play enough spells otherwise. Maybe swap her out for some Metallic Mimics to close the game faster? The Mimic's should also divert removal from the Nabans
Took a Run with the MTGoldfish list, and went 2-1 in a small set up. Played against Grixis control, Esper control, and BG Constricter.
@ Grixis Control 1-2
Game one: Tempoed them out, drew 3 jorneymages and kept bouncing his Scarab God, so fast win.
Games 2 and 3 where harder, think he sided out his slow things and in for more burn, the Exiling burn spell was clutch one game for him all in all a more rounded hand and more knowledge on how to side board i think this is winable.
@ BG Constricter 2-1 (newer player)
idk was a newer player and my first run in with the deck, never had a chance to counter constricter, but was able to punch thru with naban and friends. the one game i lost she kinda had a good hand.
@ Esper Control 2-0
Game 1: good hand, he had lots of removal and opts. began to start swinging with a few creatures as he tryed to stall with a Karn construct. Flash merfolk works well against Karn constructs. Tempoed him out from there smooth game.
Game 2: game 2 was essencially me getting essesnse scattered, 2 disallows, 2 fatal pushes, till i stuck a merfolk and flashed in a Naru, proceeded to 6 damage him a turn with counter back up. he was short his second white and had a hand full of settle and gidions.
Overall, not bad potential is there. that Naru buff was actually rather handy id say she was the MVP for closing out games. had a few cute plays, and alot of misplays. I enjoy its agressive approach and how kinda meta it almost seems, damn chain wherler, but thought id share this. this is my first time in standard sense Zen/Phyrexia so i plan on keeping up on this and think that barring some good cards this deck can continue in standard easily even with kaladesh leaving.
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I got the general idea for a pet deck project during pre-release weekend when I got a nice chunk of red & blue cards. I’m not really sure how it’s gonna look by the time I’m done tinkering with it but I’ve got a first draft of this thing together and I’m gonna take it to playtesting night over my buddy’s this week. At this point it might seem like there’s some odd choices and while I’ve put some thought into the card selection I fully admit that this deck isn’t a refined finished project. Since it’s not close to being a finished deck, as per my personal tradition there is no real sideboard yet, I have some real solid ideas about what it should be but since I acknowledge that the deck is in flux it’s just something I put off until it’s a bit more stable. Finally, I started this as its own thread because I wouldn’t call this a burn deck exactly, it’s certainly not mono blue and it seems like there’s a pretty wide range of wizards (my deck is Izzit at this point but who knows where it’ll end up).
General:
I always have a bit of a rough time putting my brews into archtype boxes and this case isn’t any different. By and large this deck is intended to play aggressively. Most of the deck will be played fast and cheap. There is a small element of control built in (with Siren Stormtamer’s ability and Wizard’s Retort) but there’s an aggressive edge to this as well (Stormtamer’s ability being attached to a flying Wizard one drop and Wizard’s Retort triggering Prowess and Adeliz). There’s a bit of burn involved in this formula and while it’s vital, it’s secondary to the Wizards themselves. I’m a little iffy on the manna base, most of the cards cast very cheap and this deck seems to get by on 21 lands but it’s also nice to be able to drop lands more consistently.
4 Soul-Scar Mage
4 Siren Stormtamer
4 Burning-Fist Minotaur
4 Spellweaver Eternal
4 Adeliz, the Cinder Wind
3 Naru Meha, Master Wizard
4 Curious Obsession
Land
8 Island
9 Mountain
4 Sulfur Falls
4 Lightning Strike
4 Wizard's Retort
4 Wizard's Lightning
The Wizards:
One-drops:
Red:
Soul-Scar Mage: This little guy has had a lot said about him but I’ll say a little more in the context of this deck. His ability to give -1/1 damage counters is the primary reason I’ve played him in the past but while it’s not totally irrelevant in this build (wizard lightning and lightning strike can both hit a range of targets) it’ll probably factor in strongly for my sideboard. Prowess is the real motivation for him being in here (being a one drop red helps too).
Blue:
Siren Stormtamer: He’s a one drop flier Wizard and if you’re in a position to sacrifice it, this card helps limit your opponent’s options significantly. Not much more needs to be said about this card, it’s a real workhorse.
Two-drops:
Red:
Burning Fist Minotaur: It may seem an odd choice, there may be better two drop red wizards but I’ve got a good feeling about this guy in the context of this deck. A 2/1 for 2 isn’t amazing but (besides it being a wizard) first strike is a nice ability. The other text on the card could prove exceptionally useful but more on this later.
Blue:
Spellweaver Eternal: Once again, a 2/1 for 2 isn’t earth shaking but this card has a couple bits that are really nice in here. Afflict: 2 isn’t revolutionary but it assures you that something is gonna make it through if you swing. This card also has Prowess which is pretty useful because you’ll be casting a good number of non-creature spells.
Three-drops:
Gold (U/R):
Adeliz, the Cinder-Wind: She’s the champ in this build, comes out swinging in the air and effectively gives the whole team prowess, double prowess for the Soul-Scars and Spellweavers but it doesn’t hurt buffing up your flying Stormtamers or your first strike Burning-Fists either.
Four-drops:
Blue:
Naru Meha, Master Wizard: She’s the only three-of in the deck but only because something had to be and she costs the most. In an ideal world you’ll be casting her with (at least) 5 lands out to copy a Wizard’s Lightning but in the likely situation where (at least at first) you won’t have the luxury of 5+ lands and a spell (Wizard’s Lightning or Lightning Strike) to copy she’s still useful as a lord and as a three-of there’s a chance you’ll have a second chance to take advantage of that copy ability.
The Spells:
Besides being awesome in and of themselves these spells provide the bonus of bonuses to (many, potentially all of your wizards) with prowess and / or Adeliz’s ability.
Enchantments:
One-drops:
Blue:
Curious Obsession: The +1/1 is fine enough but the card draw is the reason this is here along with the fact that it is a non creature spell so it will trigger prowess and Adeliz’s ability on the turn it comes out. It looks good on most of your creatures (The fliers tend to have a good chance of getting through a lot of decks, it’ll give your prowess guys +2/2 on the turn it comes out and a 3/2 first striker with the ability to bring card draw with its attacks helps offset the pain of discarding a card to activate his ability which, (if you’ve got the resources) , can kill most blockers.
Instants:
Two-drops:
Red:
Lightning Strike: Three damage to creature or player for 2 manna isn’t bad. Soul-Scar’s ability can make this meaningful against creatures with toughness higher than 3 and as a non-creature spell triggers 12 cards in the deck and can be copied by 3.
Three-drops:
Both Three-drop spell slots are a bit deceptive as they are functionally R or UU to cast.
Red:
Wizard’s Lightning:Just like Lightning Strike but better because there are 23 Wizards in this deck that turn this card into a one-drop Lightning Bolt and as everyone knows Lightning Bolt > Lightning Strike.
Blue:
Wizard’s Retort: Once again 23 wizards pays off, turning this three-drop into an effective two-drop Cancel which is a swell way to frustrate your opponent and throw off their combat math a good bit with your prowess wizards and Adeliz’s ability.
Modern: Goblins,Storm
Legacy: Burn
EDH: Simic Merfolk
https://www.mtggoldfish.com/archetype/standard-wizard-prowess
It is a bit creature-heavy imho (I don't think the goblin is necessary).
I'd probably want some number of Chart a Course and Unsummon/Blink of an Eye in the deck.
Arcane Flight (a cheaper One with the Wind) might also be an option for the deck as it triggers all the prowess creatures (and Riddleform) besides Adeliz.
Some other decent wizards that could fit a not prowess-centric build would be:
Merfolk Trickster and Siren Stormtamer.
Looks like the deck that 5-0'd in league is the exact same build Jim Davis posted on Starcity Games four days ago:http://www.starcitygames.com/articles/37015_My-Heart-Says-Adeliz-The-Cinder-Wind-But-My-Head-Says.html And I like your idea of being able to take to the skies and giving creatures more evasion. The only change I'd make to Jim's build is adding +3 Arcane Flight and removing -2 Fanatical Firebrand, -1 Warlord's Fury.
I think that a small Red splash for: Ghitu Journeymage (over Academy Journeymage), Wizard's Lightning (over Syncopate) and Abrade (SB) can improve the deck and give it some reach and better interaction.
The deck could also play Saheeli Rai over Illusionist's Stratagem or by trimming some copies of Naban or Panharmonicon.
Something like this:
4x Naban, Dean of Iteration
4x Silvergill Adept
4x Merfolk Trickster
4x Champion of Wits
4x Watertrap Weaver
4x Ghitu Journeymage
2x Naru Meha, Master Wizard
4x Wizard's Lightning
3x Illusionist's Stratagem
Artifact (3)
3x Panharmonicon
Land (24)
4x Spirebluff Canal
4x Sulfur Falls
16x Island
4x Negate
4x Abrade
4x Wizard's Retort
3x Saheeli Rai
"Second, Illusionist's Stratagem allows us to go infinite with a Nabanamonicon and Naru Meha, Master Wizard!"
So does that mean having a Naban/Pan out, a Naru Meha, Master Wizard, and a Ghitu Journeymage will win the game once casting Illusionist's Stratagem?
Yes.
Though it is a very slow combo which requires 8-mana to cast Stratagem and Naru Meha in the same turn.
Maybe something like this?
3 Academy Journeymage
4 Champion of Wits
2 Tempest Djinn
4 Merfolk Trickster
4 Naban, Dean of Iteration
4 Metallic Mimic
4 Silvergill Adept
3 Watertrap Weaver
2 Field of Ruin
20 Island
Spells
3 Panharmonicon
3 Illusionist's Stratagem
4 Wizard's Retort
@ Grixis Control 1-2
Game one: Tempoed them out, drew 3 jorneymages and kept bouncing his Scarab God, so fast win.
Games 2 and 3 where harder, think he sided out his slow things and in for more burn, the Exiling burn spell was clutch one game for him all in all a more rounded hand and more knowledge on how to side board i think this is winable.
@ BG Constricter 2-1 (newer player)
idk was a newer player and my first run in with the deck, never had a chance to counter constricter, but was able to punch thru with naban and friends. the one game i lost she kinda had a good hand.
@ Esper Control 2-0
Game 1: good hand, he had lots of removal and opts. began to start swinging with a few creatures as he tryed to stall with a Karn construct. Flash merfolk works well against Karn constructs. Tempoed him out from there smooth game.
Game 2: game 2 was essencially me getting essesnse scattered, 2 disallows, 2 fatal pushes, till i stuck a merfolk and flashed in a Naru, proceeded to 6 damage him a turn with counter back up. he was short his second white and had a hand full of settle and gidions.
Overall, not bad potential is there. that Naru buff was actually rather handy id say she was the MVP for closing out games. had a few cute plays, and alot of misplays. I enjoy its agressive approach and how kinda meta it almost seems, damn chain wherler, but thought id share this. this is my first time in standard sense Zen/Phyrexia so i plan on keeping up on this and think that barring some good cards this deck can continue in standard easily even with kaladesh leaving.