So I feel that the curve goes pretty strong with this deck.
The card advantage offered from the new JOU cards is interesting for these colors.
Theoretically, if you run countermagic with Dakra Mystic you can essentially dodge spells by milling theirs and drawing countermagic when they reveal a land.
Catch takes planeswalkers, great and fun card versus superfriends.
Anger of the Gods because spot removal isn't always enough, and it exiles versus dredge.
Firedrinker Satyr for control, to force them to have an answer for the ground.
Turn // Burn and Magma Jet offer utility as well as going to the dome to pressure opponents.
Vortex Elemental to hold off creature decks without losing a card, great one drop for control decks in my opinion.
Private Mod Note
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Rollback Post to RevisionRollBack
The red mage lives by the variance and dies by the variance. May the variance be with you, always.
Is there a particular reason you're running Ral Zarek? You don't have much synergy with Tap and Untap target permanent and he generally just turns into a sorcery speed 4 mana bolt. Might be better off running Jace, AoT for the card draw and a main deck way to deal with mass 1/1 tokens from Assemble or Elspeth.
4 Dakra Mystic
4 Vortex Elemental
4 Frostburn Weird
4 Boros Reckoner
2 Keranos, God of Storms
2 Thassa, God of the Sea
Spells (12)
4 Magma Jet
4 Turn // Burn
4 Ral Zarek
4 Mana Confluence
4 Steam Vents
4 Temple of Epiphany
8 Island
4 Temple of Triumph
4 Negate
4 Catch // Release
4 Firedrinker Satyr
3 Anger of the Gods
So I feel that the curve goes pretty strong with this deck.
The card advantage offered from the new JOU cards is interesting for these colors.
Theoretically, if you run countermagic with Dakra Mystic you can essentially dodge spells by milling theirs and drawing countermagic when they reveal a land.
Catch takes planeswalkers, great and fun card versus superfriends.
Anger of the Gods because spot removal isn't always enough, and it exiles versus dredge.
Firedrinker Satyr for control, to force them to have an answer for the ground.
Turn // Burn and Magma Jet offer utility as well as going to the dome to pressure opponents.
Vortex Elemental to hold off creature decks without losing a card, great one drop for control decks in my opinion.