I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.
I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.
I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.
I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.
Just posted a league with Fires of Invention turns! I'm not super happy with the build (even made a deckbuilding mistake swapping in Mystical Dispute at the last second and ended with a 14 card sideboard. Whoops), but it was a cool place to start exploring.
LSV 5-0'd a league with Fires of Invention and I think his list did a lot of things better than mine. First of all, I was leaning too hard on the Fires + suspend spell package and was counting on Ancestral and Wheel of Fate to be enough of an engine, but they weren't quite good enough. LSV's card draw package was 3 Howling Mine, 2 Dictate of Kruphix, 1 Jace Beleren, 2 Narset, 1 Chandra Torch of Defiance, and 2 Jace the Mind Sculptor, all reasonable inclusions in Turns decks. His interaction was 2 Bolt and 2 Cryptic Command, which I think is a little better than the 3 Bolt and 1 Brazen Borrower that I played. His manabase had 24 lands, 21 of which either have the Island subtype or are fetchlands, which meant better support for Mystic Sanctuary and Castle Vantress. In my list with only 20 lands, I didn't think I'd have enough mana to activate Castle Vantress very often (and I didn't).
Overall there are a lot of ways to take the deck. I think LSV went down a much better path with an almost stock list that has Fires of Invention and Savor the Moment, as opposed to trying to include As Foretold and the suspend spell package.
Fires is cute, but I think it is vulnerable to getting blown out if your fires gets countered on a critical turn 4. I'm still preferring the mono blue version because sanctuary brought so much power to the deck. Being able to turn 3 exhaustion, turn 4 Sanctuary, serum visions, exhaustion is just so strong that I don't see you need to splash colors at all.
I'm also still loving running a singleton Tempest Djinn main deck and one in the side, because most burn can't remove it, and players are going to be inclined to side out removal against a deck with 1 creature anyway. I have had games where I landed a Djinn on turn 3 and just subsequently won off it swinging every turn without me even getting my combos off and instead relying on counters and extra turns like some sort of modified delver list.
Dabbling with something new for the turns list. What do people thing about potentially running mana rocks in the list to accelerate in the more critical turns.
Right now I'm thinking the list does not have a hell of a lot to do on turn 2 except remand or cantrip, and typically the deck is just going to combo off as soon as it hits critical mass of mana to cast stuff. With the addition of Mystic Sanctuary it is almost like we now have 4 extra timewalks in the list anyway, so instead of using snapcaster to recycle stuff maybe it makes more sense just to ramp into the combo.
A turn 2 signet will lead to a turn 3 Jace or cryptic, and a turn 3 signet may very well mean you have remand mana up into a turn 5 timewarp, or you can play that and a howling to really turn the screws.
I think it is worth testing, I am just unsure which rock is better in a mono blue deck. Im pretty well convinced it needs to be a 2 CMC one.
- Signet has no pain involved, but not as good when you dont make your subsequent land drops
- Talisman is better if you come up short on lands, but the pain points will rack up if you tap it for colored mana too often
- Guardian idol is a win con, though slow, that is mostly immune to removal if you play it right, but the slowest and clunkiest mana rock for accelerationl
- Mindstone draws once no longer useful, but do you need more of that in this list
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Hi guys!
Next sunday I'm going to a modern tournament,a small local one with around 20 players, and I will play the LSV version with Fires of Invention.
Yesterday we playtested a little and I had a lot of problems with a UR Delver deck.
So I'm not sure what's the right SB strategy: to sb in the counterspells to help my fires resolve or the bolts and abrades for his delvers and pyromancers?
The Delver guy said he thinks the second option is better but i believe it's the first one.
I am plaing it and I'm doing pretty well. The worst matchups are agro-control-tempo decks like UR Delver and GDS.
In your opinion what's the best sb strategy against those decks? TITI?
Glad you're finding success with the deck! Against those decks I do think that sneaking in an early Thing in the Ice before countermagic gets online is the best way to win the post-sideboard games. Obviously it can get taken by Thoughtseize/Inquisition, but basically anything can so it's more important to talk about what happens when it doesn't. The game plan that you generally want is to cast TitI on turn 2, then casting a few cantrips on turn 3, then flipping it on turn 4 or 5-ish. If you can flip with a Time Warp, that's even more insane since Time Warp becomes a must-counter representing an additional 7 damage. As for things to cut, when TitI becomes a major gameplan, the non-Instant or Sorcery cards become much less important, so I think trimming on cards like Fires and Howling Mine is reasonable.
I posted a video of Temur Super Friends Turns that I think is a pretty interesting direction to take the deck. The fact that you get to play a bunch of Planeswalkers in place of Howling Mine effects means that your advantages become one-sided, and Wrenn and Six in particular is amazing in a deck trying to abuse Mystic Sanctuary. If you have a chance, I recommend giving it a shot!
I'we played several games against delver and gds and those matchups are disgusting. I have a feeling that i have less than 10% chances to win.
I saw a version of fires without the cryptics and with izzet charms and spell pierce. Maybe that version could perform much better.
Beside that I'm thinking about a jeskai version with teferi time reveler...
Hey everyone! I've been away from posting on here for a while!
SO I just bought the deck finally online after playing it in paper for three years now. Hoping to stream it soon and have youtube content of my gameplay. I'll keep you guys posted!
Beside that I'm thinking about a jeskai version with teferi time reveler...
I played Jeskai for a while and loved it! It was before the time of T3feri but it does give you access to a lot of really good sideboard options and having a blend of path and bolt feels nice! If you want a rough idea on a mana base I wouldn't mind posting my old list if I can find it!
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That would be great. Tomorrow I have a tournament but I will play Gifts Storm. There are few delvers and gds and against that meta I'm a hude underdog. But taking turns is always an option.
I do not think this card needs all that much support outside of what the deck is already looking to do. Infinite loops are cute but really just having howling mine effects and walkers in play plus this to recycle extra turn cards will get you where you are going pretty quick. This card is even an island for tempest djinn so you can just close the game out in 2-3 swings.
I play mono blue turns right now and I'm thinking I'm going to swap in fetches and 2 copies of these minimum. Honestly I'm on the fence about fetches because of the lifeloss and the fact that you will naturally draw these when you need them later on if the game goes line, but they work with Jace and narset as well so it's worth a shot.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Tempest Djinn only counts basic Islands. Mystic Sanctuary is an Island but not a basic land.
LSV 5-0'd a league with Fires of Invention and I think his list did a lot of things better than mine. First of all, I was leaning too hard on the Fires + suspend spell package and was counting on Ancestral and Wheel of Fate to be enough of an engine, but they weren't quite good enough. LSV's card draw package was 3 Howling Mine, 2 Dictate of Kruphix, 1 Jace Beleren, 2 Narset, 1 Chandra Torch of Defiance, and 2 Jace the Mind Sculptor, all reasonable inclusions in Turns decks. His interaction was 2 Bolt and 2 Cryptic Command, which I think is a little better than the 3 Bolt and 1 Brazen Borrower that I played. His manabase had 24 lands, 21 of which either have the Island subtype or are fetchlands, which meant better support for Mystic Sanctuary and Castle Vantress. In my list with only 20 lands, I didn't think I'd have enough mana to activate Castle Vantress very often (and I didn't).
Overall there are a lot of ways to take the deck. I think LSV went down a much better path with an almost stock list that has Fires of Invention and Savor the Moment, as opposed to trying to include As Foretold and the suspend spell package.
I'm also still loving running a singleton Tempest Djinn main deck and one in the side, because most burn can't remove it, and players are going to be inclined to side out removal against a deck with 1 creature anyway. I have had games where I landed a Djinn on turn 3 and just subsequently won off it swinging every turn without me even getting my combos off and instead relying on counters and extra turns like some sort of modified delver list.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Right now I'm thinking the list does not have a hell of a lot to do on turn 2 except remand or cantrip, and typically the deck is just going to combo off as soon as it hits critical mass of mana to cast stuff. With the addition of Mystic Sanctuary it is almost like we now have 4 extra timewalks in the list anyway, so instead of using snapcaster to recycle stuff maybe it makes more sense just to ramp into the combo.
A turn 2 signet will lead to a turn 3 Jace or cryptic, and a turn 3 signet may very well mean you have remand mana up into a turn 5 timewarp, or you can play that and a howling to really turn the screws.
I think it is worth testing, I am just unsure which rock is better in a mono blue deck. Im pretty well convinced it needs to be a 2 CMC one.
- Signet has no pain involved, but not as good when you dont make your subsequent land drops
- Talisman is better if you come up short on lands, but the pain points will rack up if you tap it for colored mana too often
- Guardian idol is a win con, though slow, that is mostly immune to removal if you play it right, but the slowest and clunkiest mana rock for accelerationl
- Mindstone draws once no longer useful, but do you need more of that in this list
-
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Next sunday I'm going to a modern tournament,a small local one with around 20 players, and I will play the LSV version with Fires of Invention.
Yesterday we playtested a little and I had a lot of problems with a UR Delver deck.
So I'm not sure what's the right SB strategy: to sb in the counterspells to help my fires resolve or the bolts and abrades for his delvers and pyromancers?
The Delver guy said he thinks the second option is better but i believe it's the first one.
Any suggestions?
https://www.mtggoldfish.com/articles/instant-deck-tech-fires-turns-modern
I am plaing it and I'm doing pretty well. The worst matchups are agro-control-tempo decks like UR Delver and GDS.
In your opinion what's the best sb strategy against those decks? TITI?
I posted a video of Temur Super Friends Turns that I think is a pretty interesting direction to take the deck. The fact that you get to play a bunch of Planeswalkers in place of Howling Mine effects means that your advantages become one-sided, and Wrenn and Six in particular is amazing in a deck trying to abuse Mystic Sanctuary. If you have a chance, I recommend giving it a shot!
Vintage >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Legacy
I'we played several games against delver and gds and those matchups are disgusting. I have a feeling that i have less than 10% chances to win.
I saw a version of fires without the cryptics and with izzet charms and spell pierce. Maybe that version could perform much better.
Beside that I'm thinking about a jeskai version with teferi time reveler...
SO I just bought the deck finally online after playing it in paper for three years now. Hoping to stream it soon and have youtube content of my gameplay. I'll keep you guys posted!
I played Jeskai for a while and loved it! It was before the time of T3feri but it does give you access to a lot of really good sideboard options and having a blend of path and bolt feels nice! If you want a rough idea on a mana base I wouldn't mind posting my old list if I can find it!
i play broken cards