Devoted to abusing Primal Forcemage through hasty creatures. Lightning Greaves makes non-hasties positively devastating in conjunction with Forcemage while also protecting Forcemage from spot removal. Any advice is appreciated.
I was considering Fires here, but most of the creatures I want to play have haste built in. I could look into desirable non-hasties to use in conjunction with Fires, Deranged Hermit it the only thing that comes to mind. It can spell game on turn 5 with Fires and Forcemage on the board which works out to a maximum of 26 damage.
I was considering Fires here, but most of the creatures I want to play have haste built in. I could look into desirable non-hasties to use in conjunction with Fires, Deranged Hermit it the only thing that comes to mind. It can spell game on turn 5 with Fires and Forcemage on the board which works out to a maximum of 26 damage.
There is also Saproling Burst, which was used in the original Fires builds.
Urabrask the Hidden instead of fires. His second ability will help your hastened creatures to get in more damage. That plus his 4/4 .
Or maybe in addition to it? The fact that Fires comes in on turn 3 is very important. Once you hit turn 5 on your curve-out, you should be allowed to swing with your guys anyway
Or maybe in addition to it? The fact that Fires comes in on turn 3 is very important. Once you hit turn 5 on your curve-out, you should be allowed to swing with your guys anyway
Yeah good point.
Also due to the high cost of the creatures, without ramp you might not be able to cast them.
4x Hellspark Elemental
4x Primal Forcemage
4x Archwing Dragon
4x Bloodbraid Elf
3x Shivan Wurm
3x Blitz Hellion
4x Inferno Titan
4x Thatcher Revolt
3x Lightning Greaves
4x Rootbound Crag
19x lands
Devoted to abusing Primal Forcemage through hasty creatures. Lightning Greaves makes non-hasties positively devastating in conjunction with Forcemage while also protecting Forcemage from spot removal. Any advice is appreciated.
You could maybe dial back on the haste dudes and make this more like a Fires of Yavimaya build, too.
There is also Saproling Burst, which was used in the original Fires builds.
Siege-Gang Commander also does 19 damage with your duder out when given haste.
Or maybe in addition to it? The fact that Fires comes in on turn 3 is very important. Once you hit turn 5 on your curve-out, you should be allowed to swing with your guys anyway
Yeah good point.
Also due to the high cost of the creatures, without ramp you might not be able to cast them.