First all, thanks all for the feedback, wasn't actually expecting this much input, and thought put into. so in light of that i will be dropping the following;
and no i will not be dropping Lightning Bolt as the amount of times it has saved me amongst my playgroup are more than i can count on one hand, just always seems to come up. and with Gleeful Sabotage its because it already has conspire that its useful, wort gives it a second instance of conspire meaning i can make 2 copies. and Manamorphose isnt just for mana, it is card draw too.
and i will be adding (at least for now)
and once again no i still wont be adding the wolf run back, it was almost never useful to me in the past so i dont see that changing any time soon, Bloodbraid Elf just doesnt work with the amount of X cost spells i have, used to run it but i almost always turned up a fireball or something.
i love the idea of trying Inner Fire with Preator's Council, and i will try and find room after testing these changes, which i won't get a chance to do till mid next week unfortunately :(.
@Nuclearsunburn yeah i have been thinking of dropping Galvanoth for a little while so i might just do that now, will defiantly drop Blaze for a better one.
with the Ram-Gang i think i really only put them in there because they are so vanilla and therefore nobody expects it, i dont know i might just be a little crazy with that one.
need to find room for Mind's Eye, no questions there. and i used to run a lot of token generation in here so that might be why i have sort of shy'd away from it but i really should sort of squeeze some in. Hurricane is just a straight up upgrade from Squall Line.
i was running Kessig Wolf Run for a while and it just didn't come up enough to warrant it, mostly i just never had the mana spare to utilize it.
@FuriouslySleepingIdea every time i have used Comet Storm it has been really deadly usually killing players, Strength of the Tajuru is super amazing, how have i not seen this card before, its going in. and if you look closely you can see the Meanderer hiding away.
@GFireflyE why thank you, i have certainly gained some ideas from that
Tis basically a deck i have been working on for a while now, it started off with just Wort and whatever token generation and burn spells i could find lying around.
but after a while wasnt doing to good, so built it again from the ground up.
Now the basic idea is to get wort out as fast as possible, usually ends up turn 5 or so though,
and then start flinging huge amounts of burn at players, spells like Comet Storm in combination with Mana Geyser being basically game ending.
but just thought i would put it up here and see what people think
and maybe get a few tips to make it better.
and i will be adding (at least for now)
Bloodbraid Elf just doesnt work with the amount of X cost spells i have, used to run it but i almost always turned up a fireball or something.
i love the idea of trying Inner Fire with Preator's Council, and i will try and find room after testing these changes, which i won't get a chance to do till mid next week unfortunately :(.
with the Ram-Gang i think i really only put them in there because they are so vanilla and therefore nobody expects it, i dont know i might just be a little crazy with that one.
need to find room for Mind's Eye, no questions there. and i used to run a lot of token generation in here so that might be why i have sort of shy'd away from it but i really should sort of squeeze some in.
Hurricane is just a straight up upgrade from Squall Line.
i was running Kessig Wolf Run for a while and it just didn't come up enough to warrant it, mostly i just never had the mana spare to utilize it.
@FuriouslySleepingIdea every time i have used Comet Storm it has been really deadly usually killing players, Strength of the Tajuru is super amazing, how have i not seen this card before, its going in. and if you look closely you can see the Meanderer hiding away.
@GFireflyE why thank you, i have certainly gained some ideas from that
but after a while wasnt doing to good, so built it again from the ground up.
Now the basic idea is to get wort out as fast as possible, usually ends up turn 5 or so though,
and then start flinging huge amounts of burn at players, spells like Comet Storm in combination with Mana Geyser being basically game ending.
but just thought i would put it up here and see what people think
and maybe get a few tips to make it better.
1 Wort, the Raidmother
X Burn
1 Titan's Revenge
1 Red Sun's Zenith
1 Ghitu Fire
1 Fireball
1 Blaze
1 Bonfire of the Damned
1 Devil's Play
1 Banefire
1 Demonfire
1 Fanning the Flames
1 Rolling Thunder
1 Comet Storm
Basic Burn
1 Fire Servant
1 Shivan Meteor
1 Thunderous Wrath
1 Lightning Bolt
1 Beacon of Destruction
Copies
1 Reverberate
1 Wild Ricochet
1 Increasing Vengeance
1 Dual Casting
1 Reversal of Fortune
1 Chandra, the Firebrand
Mana/Land
1 Rampant Growth
1 Mana Geyser
1 Cultivate
1 Explore
1 Yavimaya Elder
1 Oracle of Mul Daya
1 Mul Daya Channelers
1 Birds of Paradise
1 Rosheen Meanderer
1 Sunastian Falconer
1 Harrow
1 Battle Hymn
1 Vessel of Endless Rest
1 Sol Ring
1 Gruul Signet
1 Firewild Borderpost
1 Darksteel Ingot
1 Explorer's Scope
1 Garruk Wildspeaker
1 Squall Line
1 Warp World
1 Price of Progress
Removal
1 Firespout
1 Slagstorm
1 Gleeful Sabotage
1 Beast Within
1 Naturalize
Creatures and Buffs
1 Savage Beating
1 Overwhelming Stampede
1 Revenge of the Hunted
1 Moonveil Dragon
1 Goblin Chieftain
1 Bloodmark Mentor
1 Boartusk Liege
1 Boggart Ram-Gang
Draw
1 Harmonize
1 Vengeful Rebirth
1 Eternal Witness
1 Skullclamp
1 Manamorphose
Other Stuff
1 Galvanoth
1 Vexing Shusher
1 Lightning Greaves
Land
1 Vivid Grove
1 Tranquil Thicket
1 Temple of the False God
1 Rootbound Crag
1 Raging Ravine
14 Mountain
1 Karplusan Forest
1 Highland Weald
1 Gruul Turf
1 Forgotten Cave
7 Forest
1 Command Tower
1 Fungal Reaches
1 Skarrg, the Rage Pits