This is where I am at in testing. I have had a lot of fun goldfishing it and would like some feedback before taking it to FNM. Depose has acted as a slow the game cantrip which I like the idea of as we want to stall while we play lands and our endgame enchantments (and Primal Amulet), while the other half Deploy seems fun while storming. Although it isn't instant win making the creatures, the life gain is fairly obnoxious (2, then 4, then 6, then 8 if you have cast three spells before which is 20 life and 8 1/1 flying thopters). I like the idea of Deploy as a turn three play after an Electromancer as well gaining 3 life and getting some blockers. Emergency Powers looks like a lot of fun in a storm deck. Watching some Youtube videos of last Guilds of Ravnica era Thousand Year Storm decks they seemed to have issues getting a critical mass of cards once they have survived long enough to land their enchantment level end game cards. Emergency Powers at 7 during the mainphase refills the hand (and cost less than 7 for each Electromancer) and then drops something like Thousand Year Storm, Wilderness Reclamation (which then untaps the lands you used to cast Emergency Powers), Primal Amulet, or if you missed on those an Electromancer or land. It's been a lot of fun goldfishing, and I hope it has potential at FNM. I haven't found anything online of a similar idea so I thought I'd make a thread.
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4 Goblin Electromancer
Instants (23)
4 Opt
4 Shock
3 Radical Idea
2 Lightning Strike
1 Mission Briefing
1 Revitalize
3 Depose // Deploy
2 Chemister's Insight
2 Expansion // Explosion
1 Emergency Powers
Enchantments (9)
2 Search for Azcanta
4 Wilderness Reclamation
3 Thousand-Year Storm
1 Primal Amulet
Lands (23)
4 Sacred Foundry
4 Breeding Pool
4 Sulfur Falls
2 Steam Vents
1 Stomping Grounds
2 Glacial Fortress
2 Hinterland Harbor
1 Plains
1 Forest
1 Island
1 Mountain
2 Chemister's Insight
3 Invoke the Divine
1 Revitalize
2 Lightning Strike
3 Negate
4 Electrostatic Field
This is where I am at in testing. I have had a lot of fun goldfishing it and would like some feedback before taking it to FNM. Depose has acted as a slow the game cantrip which I like the idea of as we want to stall while we play lands and our endgame enchantments (and Primal Amulet), while the other half Deploy seems fun while storming. Although it isn't instant win making the creatures, the life gain is fairly obnoxious (2, then 4, then 6, then 8 if you have cast three spells before which is 20 life and 8 1/1 flying thopters). I like the idea of Deploy as a turn three play after an Electromancer as well gaining 3 life and getting some blockers. Emergency Powers looks like a lot of fun in a storm deck. Watching some Youtube videos of last Guilds of Ravnica era Thousand Year Storm decks they seemed to have issues getting a critical mass of cards once they have survived long enough to land their enchantment level end game cards. Emergency Powers at 7 during the mainphase refills the hand (and cost less than 7 for each Electromancer) and then drops something like Thousand Year Storm, Wilderness Reclamation (which then untaps the lands you used to cast Emergency Powers), Primal Amulet, or if you missed on those an Electromancer or land. It's been a lot of fun goldfishing, and I hope it has potential at FNM. I haven't found anything online of a similar idea so I thought I'd make a thread.