New to the forums! Not sure if this is where deckbuilding help goes, but I scoured the other subforums and thought this was the closest there is (feel free to let me know if this isn't where it goes).
I had the bright (or maybe not-so-bright) idea of splashing white into Izzet Counterburn for access to Chance for Glory/Deafening Clarion. The game plan is to stall out until late-game while whittling them down to a manageable life total, then Chance For Glory out a handful of burn to face. However, I'm not sure what to cut from the typical counterburn decklist to make space for the 5-6-card excess I'd have to put in: I'll attach the inflated decklist here if anyone can help/has any ideas on the viability!
I'm also a bit confused on how I should structure my mana base to splash this color. Any ideas?
Chance for Glory seems decidedly...not good...in a control list. I don't know if you can generate enough turn-by-turn advantage to justify it. What does it actually get you? An untap, which is only effective lategame without an actual boardstate. An extra swing from Niv-Mizzet, who wins the game uncontested anyways. A cantrip. An extra Ral activation, but you still would have to protect him for a few turns to get the ult, making him card draw much of the time here. What are its drawbacks? If your opponents can defend themselves, you lose. It's useless when you aren't in position to win on your next turn, so it'll end up pitched to jump-start more often than not. It's two cards in a deck that could be doing so much more with those slots, such as Teferi, Hero of Dominaria, Drakes, or Azor's Gateway. Therefore, my conclusion is that the card simply doesn't do enough for you here.
If you want to take extra turns there is Nexus of Fate. Chance for Glory doesn't fit this deck (or any other reasonable deck outside of weird Modern combo's) anyway.
If you want to burn out the opponent The Mirari Conjecture can work as it helps you reuse your burn spells and eventually doubles them.
A flipped Primal Amulet can also double up burn spells in the late game.
Thanks, all! I guess I'm ditching Chance for Glory, as it really doesn't fit and there seem to be better options. What can I do against decks that go wide very quickly, then?
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
Probably forgot to mention that I'd just be ditching white, then, as Deafening Clarion doesn't really make sense to splash white for. Guess I'm going straight counterburn; revised the list to look something like this?
New to the forums! Not sure if this is where deckbuilding help goes, but I scoured the other subforums and thought this was the closest there is (feel free to let me know if this isn't where it goes).
I had the bright (or maybe not-so-bright) idea of splashing white into Izzet Counterburn for access to Chance for Glory/Deafening Clarion. The game plan is to stall out until late-game while whittling them down to a manageable life total, then Chance For Glory out a handful of burn to face. However, I'm not sure what to cut from the typical counterburn decklist to make space for the 5-6-card excess I'd have to put in: I'll attach the inflated decklist here if anyone can help/has any ideas on the viability!
I'm also a bit confused on how I should structure my mana base to splash this color. Any ideas?
2 Niv-Mizzet, Parun
//Planeswalkers (2):
2 Ral, Izzet Viceroy
//Non-creature Spells (36):
2 Syncopate
2 Essence Scatter
4 Lightning Strike
4 Shock
4 Chemister's Insight
2 Lava Coil
4 Risk Factor
2 Chance for Glory
4 Deafening Clarion
4 Ionize
4 Expansion // Explosion
6 Mountain
1 Memorial to Genius
4 Sacred Foundry
2 Field of Ruin
6 Island
2 Izzet Guildgate
4 Steam Vents
Chance for Glory doesn't fit this deck (or any other reasonable deck outside of weird Modern combo's) anyway.
If you want to burn out the opponent The Mirari Conjecture can work as it helps you reuse your burn spells and eventually doubles them.
A flipped Primal Amulet can also double up burn spells in the late game.
-Stay Frosty
Probably forgot to mention that I'd just be ditching white, then, as Deafening Clarion doesn't really make sense to splash white for. Guess I'm going straight counterburn; revised the list to look something like this?
2 Niv-Mizzet, Parun
//Planeswalkers (1):
1 Ral, Izzet Viceroy
//Non-creature Spells (33):
2 Syncopate
3 Brass's Bounty
2 Essence Scatter
4 Lightning Strike
4 Shock
3 Chemister's Insight
2 Mission Briefing
2 Lava Coil
2 Risk Factor
4 Ionize
2 Thousand-Year Storm
3 Expansion // Explosion
6 Mountain
1 Memorial to Genius
4 Sulfur Falls
2 Field of Ruin
6 Island
2 Izzet Guildgate
4 Steam Vents
Aiming to go for your typical counterburn fare into some winning combination of Niv-Mizzet, Parun, Brass's Bounty, Thousand-Year Storm, Expansion // Explosion, and/or Ral, Izzet Viceroy. Wondering if I shoved too many win conditions into there. Again, thanks everyone for the help! I'm still relatively new to Magic.