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  • posted a message on [[BNG]] DailyMTG Previews 1/15
    Wonder if all the minor gods will get an enchantment, kind of like their "weapons" plus bumps their devotion.
    Posted in: The Rumor Mill
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    I like running electromancer, but I also run guttersnipe as it doesn't need to be one or the other. I run 4 electromancer as he makes all our spells just nuts and overloading mizzium mortars is more realistic with him on board plus the extra 2 drop give us board presence. To make room pull out 1 snipe, 1 YP and 2 chimeras (you don't need them early). I also want to run lots of card draw (7-9 card draw/cantrips) so you can run a snipe out and if he eats a removal just draw another one. The other spells are all personal preference (burn, counter, tricks [1 of dragonshift anyone?]). Give it a shot and see if that works for you.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from bgibs_dd

    one thing I know we all bring up is redundancy and consistency when we talk about the t1 decks put there. we do need to bring it back to that


    The T1 decks are consistent and redundant but they are all inbread to fight each other in a rock, paper, scissors sort of way. While this is consistent it's also predictable.

    If you are going for something like that with this type of build you should only pick one threat and build completely around that. Pick one YP, GSnipe, or Chimera.

    Young Pyromancer should probably be an aggro build with dynacharge/wepon surge/Blustersqual/teleportal type of thing where you just swarm and then burn the final points.

    Guttersnipe wants to play a longer game with a more controlling counter spell aspect with some burn.

    Then Chimera is also controlling but more card draw, hand crafting to get it out and protect it for one big swing.

    If you pick either one of these you will have a consistent deck but it will fold to specific types of strategies. That is why I prefer to sort of mix them together to have a good shot in every game.

    I personally think these type of decks need more than 4 card draw spells to be consistent. You don't need 4 of each utility spell or even win con's (YP, Gsnipe, chimera), you just need to draw one of them and the card draw digs you to it. The draw back is that they are expensive to play which is why I use Goblin Electromancer in my build. He is our mana elf. Steam Augury for 3 is good, Thoughtflare for 4 is awesome, and you can even run blast of genius since it turns into a prophetic bolt when you cast it for 5. Also while turn and burn at 5 is good an overloaded Mizzium Mortars at 5 is better.

    Now if you don't want to go the big draw spells then you need the cheap cantrips to make the deck consistent, unfortunately there aren't many good ones right now which means running the quickens and inaction injunctions (which sometimes have to target your own guys if there are none on the opponents side).
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Just thinking out loud here, but if control is such a big part of the local metagame, and you don't want to splash white what about a card like possibility storm out of the side board to basically blank their counters and sphinx's rev's and possibly their sweepers (if they play other sorceries like divination, etc) or at least bury them to the bottom of their deck. It will allow you go cast creatures easier and at that point it won't really matter which one we get plus if I'm reading the card right it triggers guttersnipe and YP twice since you cast the original spell then cast the new spell. It is very situational but could ruin their day. Of course you would have to remove your counter spells for more burn but at least you know what's coming. The 5cmc is a little high but if it's control they are not killing us for a while. And if they are only running one win con (Elspeth or Aetherling) they can't get it.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from TheMagicManSam
    does Gods Willing save us from Supreme Verdict?


    Rootborn Defense will plus and extra token with YP, could be good though but now it's sounding more a RW splash blue deck.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from TheMagicManSam
    in splashing white, would it be wise to go 2 Sacred Foundry, 2 Hallowed Fountain and 4 Temple of Triumph?

    Would we have to take out 1 Mutavault, or do you think it can handle 2?


    I'm not sure about temple of triumph because this deck really needs red early for pyromancer and burn and I'm guessing they will be replacing a mountain. It would be better to pull from blue maybe azorious guildgates?
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from CommiePuddin
    Are four guildgates and four Steam Vents too many ETBTapped lands?


    Probably depends on how color intensive your spells are, but all the creatures and most of the base instants and sorceries only are one of each color so as long as you hit one of each color early you should be fine. From my experience 4-6 dual colored lands should be enough. I find mid to late game you'll be actively dumping them to Izzet Charms, Steam Augry (hopefully), or Thoughtflare (If you play that) for basics.
    Posted in: Standard Archives
  • posted a message on [[BNG]] What is this art?
    Looks more like a swamp than a lake or river to me. Maybe BG, since Gorgons and Snakes are related.
    Posted in: Rumor Mill Archive
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Thanks for the sarcasm Razorblaze, very useful...

    As it has been said before there is no right version of this deck, so it may be more useful to take a more toolbox strategy where you have more 1 or 2 of's instead of straight 4 of's then use the sideboard to move out what is not very useful and move in ones that are. Basically the whole purpose of the deck is to cast and resolve spells, and if they do something in the meantime then all the better. No spell is bad when there is a guttersnipe, pyromancer, or chimera on board but the key is to play the ones that best effect the current game you are playing weather it be to take a molten birth, dynacharge strategy or a wild ricochet of a sphinx's rev so it is useful to talk about when specific cards are good or why to use one over the other.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Could you all use elite arcanist I wonder? You could exile counters, or burn spells and then recast them triggering young pyro and guttersnipe. Although yes, he dies to removal.


    It does trigger guttersnipe and pyromancer but since is exiles the instant it hurts the chimera, plus he is really fragile and begging to be 2 for 1'ed. Meletis Charlatan might be a better choice if you want to copy spells. He doesn't trigger guttersnipe but is not as fragile and has a lower casting cost.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Anyone try Mindsparker out of the board for UW match ups? The first strike also seems relevant in the GW match up as well since you can use burn in conjunction with the first strike to take down larger threats.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from Meta Ridley
    Catch // Release.

    Seriously. It steals planeswalkers.


    Yeah play that one as well since I play blast of genius which you can discard it to for 9 damage. Though it can't steal mistcutter because of the blue in there so maybe not for this particular discussion.
    Posted in: Standard Archives
  • posted a message on [[Official]] Izzet Burn (Standard, Theros)
    Quote from CommiePuddin
    Nice note on Act of Treason. worth a try in a sideboard slot, I think.

    Would the scry make Portent of Betrayal worth the fourth mana?


    I run traitorous instinct which is 4 mana but adds +2/+0 which makes for a big hit especially if you have a guttersnipe out. But I also run electromancer in my build and more draw spells to lower the cost of these type of effects. In this build I think 3 mana Act of Treason is probably better.

    Also works well with quicken if you run it as you can steal at instant speed. Useful if they go for a monstrous on poloukranos you get to direct the fight effect that they paid for or a surprise blocker potentially.
    Posted in: Standard Archives
  • posted a message on I'm confused, need help!
    This is a nice start, for an aggressive deck. Though it is a little weak to cards like Golgari Charm and Shrivel which see some play in Black and Green/Black decks, so build a sideboard to be able to handle that. Also think about adding some removal (warleader's helix and lightning strike are nice). After playing the deck for a while you can consider cutting a land or two. Since your curve is low you may be able to get away with 22-23 lands, potentially less.
    Posted in: Standard Archives
  • posted a message on I'm confused, need help!
    Tajic really wants to attack with other guys so you need a way to trigger battalion, this typically means you have to suicide guys in so you want to be able to make guys cheaply, or protect them. Boros Charm helps there by protecting your guys or if Tajic goes unblocked you can give him double strike and punish your opponent. Pricinct captin and Akroan Crusader can help get you tokens to trigger battalion. You could also play evasive threats, as white has a good deal of cheap fliers. Also if you are playing humans, Cavalry Pegasus gives your guys flying so they can't be blocked as easily but be carful if they can remove it during combat all your guys can then be blocked. Keep your curve low so you can deploy threats quickly because R/W doesn't typically have a very strong late game. Mass pump spells can also be helpful to help your guys trade up (dynacharge, weapon surge, and Fortify for example). The god wepons can be good as well but may be a bit to slow for R/W but I'm not too sure, as I don't play Aggro decks much.

    Edit:

    Some other considerations even though he is indestructible he can still be exiled or bounced which is mainly in Blue and White so God's Willing and Brave the elements in the side board might be a good option as they can prevent removal and sometimes give unblockability to your guys.
    Posted in: Standard Archives
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