2 mana is so important when on the play, like I only board in the counter spells when I'm on the play, because that way I know I should be able to stop one big threat before things get out of hand.
About God's WIlling; In this deck you really need to protect your mantis rider as for a good portion of the game you can, and will have just one dude out, against decks like Abzan an Mardu stopping a downfall/bile blight is really good.
What do you think about just being RED-white, running heavy burn and modest defenses? Maybe Nyx-Fleece Ram for D, but then Anger of the Gods, Lightning Strike, Fated Conflagration, Crater's Claws (which won't necessarily be crap because we'll have Stormbreath) . . . and then the Palm-Dictate combo?
I wouldn't use generator servant because without the defensive spells the deck can fail to simple strategies, so it needs to be spell dense, and 1 for 1 until you can Set up circles/dictate and then start burning face.
Generally I prefer exile enchantments like Chained/suspension/banishing instead of those, anger is a must as well as in sideboard, nyx-fleece maybe. No burn that doesn't go to the face, fated is a maybe as well- worth testing.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
We shouldn't play creatures, not even mantis rider.
We are so fragile if the enemy deck gets tempo that we need circle of flame for Rabblemaster, we need lightning strike for mantis rider, and we need chained for everything big. Magmajet and scrylands for simple draw filtering as well. Remember we can't deviate from defense, just pack more burn that can be defensive and offensive.
End Hostilities should be great here.
Private Mod Note
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
The deck performed Ok going 2-2 with it last night at FNM.
Things I noticed:
-I dropped Circle of Flames in favor of Satyr Firedancer, considering it allows me to basically burn straight to the face and still handle their field. During a Rabble red match I would have much preferred the Circle of Flames so that will definitely be going in the Sideboard.
-Fated Conflagration was Meh at best, creature only burn just doesn't work in this deck, every spell should be going to their face if at all possible. This will probably be dropped and replaced with the Chained to the Rocks from the sideboard.
-Spellheart Chimera was a serious show stopper. Far easier to get in with him than it was to combo out. I would not even consider playing the deck without him.
-I could definitely could use the Scry lands to help set up some more plays, but with 6 draw spells I never seemed to run out of gas.
I figure the worst match I could get is no creature control, so I tried to gear it to transform by going under it if necessary. Spirit Bonds mainly as another token generator for control where they can't just sweep it away. I went with more temples for the scry action, and could go with more in red to be honest. The sideboard works well with stoke and outburst.
"If multiple prevention and/or replacement effects are trying to apply to the same damage, the player who would be dealt damage chooses the order in which to apply them. Notably, if noncombat damage would be dealt to you by a source controlled by an opponent, you choose the order in which to apply Deflecting Palm and the planeswalker redirection effect. If you apply Deflecting Palm first, the damage will be prevented (and damage will be dealt to the source’s controller) and the planeswalker redirection effect won’t apply."
Surely in that case you can choose for the Dictate effect to 'resolve' first and then Palm so you do do quadruple damage?
The combo does work. Also I think you guys missed the most hilarious card for this deck Polymorphist's Jest. 1 circle of flame and all their creatures die LOL priceless. Casting it is the difficult part.
Game 1 vs Boss sligh should be about 60-75%. If we land a circle of flame we win or they open themselves up for 2 for 1's all day.
Game 1 vs Abzan There removal is all blank against us
Game 1 vs Jeski Tempo 50/50 we should be able to remove their threats
Game 1 vs Jeski Combo if we can deflecting palm their combo we win. Also all their creatures die to burn
Game 1 vs Control this is on paper our worst matchup but we just have to keep throwing burn at their face and hope to land a Chimera
Game 1 vs Mardu Midrange Should be able 50/50
The sideboard plan takes into account that all decks should side out their removal against us allowing us to bring in Satyr Firedancer and Hordeling outburst+Stoke the Flames since their decks have a lot less cards to deal with them.
Other cards to look at
Pull from the Deep
Glare of Heresy
Magma Spray
No one has mentioned oppressing Rays in this at all as removal?
It slows down their attack, and is great against fliers going over CoF.
The only downside is if it's on a ground man and they attack to have CoF get rid of it, but still sucks their mana that turn.
Hi, Just tested this deck on a range of different tier 1 standard decks, and I wanna know, how do we deal with prognostic sphinx, and what sideboards can we use against a permission heavy list like U/W control
Standard
UB UB Midrange UB
Modern
GRWUBTribal Flames ZooGRWUB
RUGTemur DelverRUG
Legacy
UW Stoneblade UW
Standard
UB UB Midrange UB
Modern
GRWUBTribal Flames ZooGRWUB
RUGTemur DelverRUG
Legacy
UW Stoneblade UW
Do you think Generator Servant can be used as an accelerator?
Standard: UBR Grixis Control
Modern: U Merfolk
Commander: UB Wydwen, the biting gale
Generally I prefer exile enchantments like Chained/suspension/banishing instead of those, anger is a must as well as in sideboard, nyx-fleece maybe. No burn that doesn't go to the face, fated is a maybe as well- worth testing.
We are so fragile if the enemy deck gets tempo that we need circle of flame for Rabblemaster, we need lightning strike for mantis rider, and we need chained for everything big. Magmajet and scrylands for simple draw filtering as well. Remember we can't deviate from defense, just pack more burn that can be defensive and offensive.
End Hostilities should be great here.
4x Satyr Firedancer
4x Spellheart Chimera
Spells:
4x Lightning Strike
4x Magma Jet
4x Steam Augury
4x Deflecting Palm
3x Dictate of the Twin Gods
3x Searing Blood
3x Jeskai Charm
3x Fated Conflagration
2x Tormenting Voice
2x Wind-Scarred Crag
2x Swiftwater Cliffs
4x Evolving Wilds
8x Mountain
3x Island
3x Plains
3x Anger of the Gods
3x Erase
3x Disdainful Stroke
3x Chained to the Rocks
3x Aetherspouts
The deck performed Ok going 2-2 with it last night at FNM.
Things I noticed:
-I dropped Circle of Flames in favor of Satyr Firedancer, considering it allows me to basically burn straight to the face and still handle their field. During a Rabble red match I would have much preferred the Circle of Flames so that will definitely be going in the Sideboard.
-Fated Conflagration was Meh at best, creature only burn just doesn't work in this deck, every spell should be going to their face if at all possible. This will probably be dropped and replaced with the Chained to the Rocks from the sideboard.
-Spellheart Chimera was a serious show stopper. Far easier to get in with him than it was to combo out. I would not even consider playing the deck without him.
-I could definitely could use the Scry lands to help set up some more plays, but with 6 draw spells I never seemed to run out of gas.
Here is my recent build via memory.
3 Brimaz, King of Oreskos
Enchantments (13)
4 Circle of Flame
2 Dictate of the Twin Gods
4 Chained to the Rocks
2 Banishing Light
1 Suppression Field
Planes walkers (2)
2 Chandra, Pyromaster
Spells (19)
4 Magma Jet
4 Lightning Strike
3 Stoke the Flames
4 Deflecting Palm
3 Anger of the Gods
1 End Hostilities
4 Temple of Triumph
4 Temple of Silence
4 Battlefield Forge
11 Mountai
4 Monastery Swiftspear
4 Foundry Street Denizen
4 Hordeling Outburst
3 Goblinslide
I figure the worst match I could get is no creature control, so I tried to gear it to transform by going under it if necessary. Spirit Bonds mainly as another token generator for control where they can't just sweep it away. I went with more temples for the scry action, and could go with more in red to be honest. The sideboard works well with stoke and outburst.
Going to play this next FNM
"If multiple prevention and/or replacement effects are trying to apply to the same damage, the player who would be dealt damage chooses the order in which to apply them. Notably, if noncombat damage would be dealt to you by a source controlled by an opponent, you choose the order in which to apply Deflecting Palm and the planeswalker redirection effect. If you apply Deflecting Palm first, the damage will be prevented (and damage will be dealt to the source’s controller) and the planeswalker redirection effect won’t apply."
Surely in that case you can choose for the Dictate effect to 'resolve' first and then Palm so you do do quadruple damage?
CubeTutor
Forum
Here is what I'm working with currently
4 Spellheart Chimera
Enchantments
4 Circle of Flame
2 GoblinSlide
3 Dictate of the Twin Gods
1 Keranos, God of Storms
Planes walkers
2 Chandra, Pyromaster
Spells
4 Magma Jet
4 Lightning Strike
2 Jeski Charm
3 Deflecting Palm
2 Polymorphist's Jest
2 Steam Augury
3 Anger pf the Gods
2 Mountain
3 Flooded Strand
3 Island
1 Plains
2 Shivan Reef
2 Battlefield forge
1 Mystic monastery
1 Mana Confluence
4 Temple of Epiphany
4 Temple of Triumph
4 Satyr Firedancer
4 Hordeling outburst
2 Stoke the Flames
1 Erase
2 Glare of Heresy
1 Spite of Mogis
Game 1 vs Boss sligh should be about 60-75%. If we land a circle of flame we win or they open themselves up for 2 for 1's all day.
Game 1 vs Abzan There removal is all blank against us
Game 1 vs Jeski Tempo 50/50 we should be able to remove their threats
Game 1 vs Jeski Combo if we can deflecting palm their combo we win. Also all their creatures die to burn
Game 1 vs Control this is on paper our worst matchup but we just have to keep throwing burn at their face and hope to land a Chimera
Game 1 vs Mardu Midrange Should be able 50/50
The sideboard plan takes into account that all decks should side out their removal against us allowing us to bring in Satyr Firedancer and Hordeling outburst+Stoke the Flames since their decks have a lot less cards to deal with them.
Other cards to look at
Pull from the Deep
Glare of Heresy
Magma Spray
I want to put in some testing time on this deck!
CONELY WOODS WROTE AN ARTICLE ABOUT THE COMBO ON CHANNEL FIREBALL
Any one else taking this approach yet?
This deck is fantastic versus Jeskai Heroic Combo!
Anyone Conely Woods lists please tell us what you think!
It slows down their attack, and is great against fliers going over CoF.
The only downside is if it's on a ground man and they attack to have CoF get rid of it, but still sucks their mana that turn.
I'm usually typing quickly at work or on my phone so I appolize from the crummy grammar