Definitely not. Going to the face makes Shock better. However, it's a great sideboard card for us, especially for me, since I was hoping for a Cut // Ribbons replacement.
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Sep 12, 2018Posted in: Deck Creation (Standard)
Sorry about your bad luck. I think I've got you beat though!Quote from Narvuntien »Match 4 vs The Flame of Keld 1-2
Game 1: I am the aggressor with Ghitu Lavarunners, shocks to creatures strikes/lightnings to the face. Both players have The Flame of Keld mine was more effective
Game 2: Keep one land hand with 2x Lavarunners and a shock and 3x lightning strike don't draw a second land.
Game 3: I am stuck on 2 land and unable to deploy my hand to get The flame of keld into play. I choose to discard my 3 card hand for the 4 cards under my courier that was where my lands were...
I had a game on MTGO where I discarded FIVE lands to my Courier with 3 cards underneath, only to pull up a hand of 3 lands. 11 of my 19 lands in my top 14 cards. Luckily it was G1 and I was able to win the match. But I still gave up on that G1 lol.
**sadly, the picture won't load
Sep 11, 2018My instants/sorceries aren't rotating, so I don't care about the jumpstart cards being medium (and so far, they all look pretty medium). My burn and card draw are staying in tact.Posted in: Deck Creation (Standard)
Creatures are where I'll need help. I'm losing Bomat Courier, Soul-Scar Mage and Spellweaver Eternal. I hope they give me some creatures I can be proud of.
Sep 9, 2018Speculation? I think Ral and Teferi will make Jeskai the control deck to beat in the next season. Individually they're great card advantage. Together, they're insane card advantage.Posted in: Deck Creation (Standard)
As for rotation, I'm really gonna miss my Prowess wizards. Turn 4 kills don't really work without them... Here's hoping they show us some love. I'd love to see a Stormchaser Mage (I know it's from Zend, but tell me it doesn't belong in Izzet!).
Sep 8, 2018Posted in: Deck Creation (Standard)
I'm not sure if he'll be in Standard decks or not, but both versions are too expensive for Wizard Burn. 5 and 6 mana spells are a high bar, especially for decks like our running 19 and 20 lands.
Ral, Caller of Storms
[+1]: Draw a card.
[-2]: Ral, Caller of Storms deals 3 damage divided as you choose among one, two, or three targets.
[-7]: Draw seven cards. Ral, Caller of Storms deals 7 damage to each creature your opponent controls.
Ral, Izzet Viceroy
[+1]: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
[-3]: Ral, Izzet Viceroy deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
[-8]: You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."
I hope one of these makes it into standard.
Also steam vents will be the blue/red shockland. It is pricey though.
Naban is cool, it's also cool being able to double up on ETB triggers, but honestly, Naban is pretty slow for Wizard burn. I do like him in Tempo versions of Wizards, though. We'll have to see which direction Wizards will have to go after rotation. I'll be losing some good cards to rotation. I hope Ravnica comes through with some aggressive Wizards so I can keep getting my turn 4 wins.Quote from xaltair »This is what I'm rocking on Mtg Arena right now with some success:
ye olde wizardsMagic OnlineOCTGN2ApprenticeBuy These Cards LAnds
5 Island (RIX)
10 Mountain (RIX)
4 Sulfur Falls (DAR)
1 Spirebluff Canal (KLD)
4 Opt (XLN)
4 Chart a Course (XLN)
4 Wizard's Lightning (DAR)
4 Shock (AER)
4 Lightning Strike (XLN)
2 Banefire (M19)
4 Ghitu Lavarunner (DAR)
4 Viashino Pyromancer (M19)
4 Ghitu Journeymage (DAR)
4 Adeliz, the Cinder Wind (DAR)
2 Naban, Dean of Iteration (DAR)
Naban is killer with viashino pyromancer or ghitu journeymage since it doubles their effect making them do 4 damage on ETB instead of 2. The lands are that way because that's what I got so far and don't want more khaladesh block cards since they will rotate soon.
The best part about the deck is that you don't need to be attacking to win, you can just cast guys to deal damage to the head directly or use burn to win after the first few attack turns. A turn 2 unanswered Naban, Dean of Iteration followed by some other burn wizard on turn 3 to deal head damage is devastating.
Sep 6, 2018I think it's just a matter of preference. If I'm expecting a Lyra, I just make sure I hold 2 burn spells. Honestly, there are more (total) x/4s I run into than x/5+s I worry about. For the most part, x/5+s don't come down before turns 5+, making it fairly easy to get in under them. A lot of x/4s however come in a lot sooner, on turn 3 or even turn 2 if they slip a Llanowar Elves by you. Being able to shoot them down the turn they come out, is pretty useful.Posted in: Deck Creation (Standard)
Honestly, if there was a way to fit energy into the game plan, Harnessed Lightning would definitely be the best option. I've been thinking about experimenting with that since it would help the mana too. The issue is, aside from Harnessed Lightning and Aether Hub, there are no other energy cards I can see putting in the deck... The only other good one in our colors is Glimmer of Genius and it's too expensive to work with our super low land counts.
That actually brings me to an issue I've been having. What's everyone else's mana look like? I'm happy with my total number of lands, but unhappy with my color balance. I just don't feel like I have enough blue sources. I'm going to experiment with energy, but if that doesn't work, and I don't have high hopes, my choices are really, stick with what I have or add in more ETB tapped lands, which is an idea I loathe. What are some solutions everyone else is using?
Sep 4, 2018Blue and Red decks don't seem to bother me. White decks with a lot of life gain seem to give me the most trouble, which isn't surprising. Heavy control decks are problematic, too.Posted in: Deck Creation (Standard)
Green decks have gotten better since I added 2 Cut // Ribbons in the sideboard.
I haven't tried to put together a 3 color list. I'm fairly sure we don't run enough lands to have enough sources of each color to make it work.
Sep 3, 2018Posted in: Deck Creation (Standard)Quote from uormatthews »
Thanks for the confirmation. I thought I was giving good, even-handed advice.
The poster was actually giving some pretty good advice. Decks need a gameplan. You do not want tempo cards in a control deck, for example. So I would recommend not being completely dismissive of the advice. Good luck with your deck, I also enjoy the UR Wizards archetype.
No anger at all, friend. I'm sorry you aren't getting it. I'm probably not explaining it correctly. I hope you get your deck's issues straightened out so it's always killer and never stalling!
Aug 31, 2018There's 2 things I'm trying to get across.Posted in: Deck Creation (Standard)
1st, in standard with the cards available to us, you can't reliably do counter and burn. And in Wizards specifically, they're opposite plans. Cards like Adeliz, the Cinder Wind reward you for playing as many spells and using as much of your mana as you can. Having cards like Wizard's Retort go against that plan because you hold cards like that in your hand until you need them. Adeliz wants you to be active, Wizards Retort is a reactive spell.
2nd, the mana doesn't work. Adeliz wants you to play multiple spells per turn, like a Crash Through and a Wizard's Lightning to get in some heavy hits, but cards like Retort require double blue. So you're essentially needing double red and double blue very early on in the game. That requires you to have a lot of sources of each. Your mana base has 14 blue sources and 10 red sources. That's too few of each. By a lot. According to Karsten's colored mana article (an excellent source for building mana bases), you'll need 18 colored mana sources to hit double of a color by turn 4 reliably. I'd be willing to bet the difference between when your deck "gets going" and when it "loses badly" is affected by having your mana line up more often than not.
Since it's almost impossible with the current cards available to have a mana base that can do everything you want it to do, and you have 2 opposite plans in your deck conflicting with each other, you're left with either choosing. Either an attack and burn you down "red" style of play, or a tempo and counterspell "blue" style of play. And then you can build your mana base accordingly having a U/R deck that's either U/splashing r or a R/splashing u.
And I'm just gonna assume you don't have any issue understanding my critique of your specific cards because what I wrote was explicit.
Aug 30, 2018From my testing, it doesn't seem like you can have it all with Wizards. You can't be both heavy control/tempo while also being heavy burn/"prowess". It just doesn't work out. The problem is the 2 styles want to play differently. For example, Adeliz wants you to drop spells on your turn before or during combat, while counterspells want to sit in your hand and be played on your opponent's turn.Posted in: Deck Creation (Standard)
It also puts a much bigger strain on the mana base. The prowess style really wants you to play red spells. The blue spells are nice, but the red spells are where the real damage is happening. You're giving trample or burning the face, and you want to cast multiples of those per turn. Which means at the least, your deck needs to produce RR in the first 3 or 4 turns. Meanwhile, counter/tempo wants to play UU spells. Without adding more conditional/ETB Tapped lands, there just aren't enough lands to produce RR and UU consistently in the first 4 turns.
You just have to pick a way. Either Prowess/Burn or Counter/Tempo. Both doesn't work.
More into some of your specific choices:
- Memorial to Genius isn't a good card in this deck. The activation is too expensive for a 21 land deck. You're not going to get to crack it in most games, which means most of the time you're playing it, it's an ETB tapped Island.
- Banefire is a very expensive card for a deck that doesn't play very many lands. Yes it can hit x/4s and x/5s, but honestly, to get that much mana, you'll be getting smashed by those cards at least a couple of turns before you have enough lands out to Banefire the problem creature away.
- Naru Meha is a really bad card in our deck. He's a very expensive Lord. 4 is pretty high up on the curve. And if you want to copy a spell, you have to have mana to cast that spell and cast Naru. That's a very high cost. Those slots are probably wasted.
Aug 14, 2018I don't really like Blazing Volley. The main reason is because I prefer Chandra's Pyrohelix. It goes to the face, kills multiple x/1s, and pairs really well with The Flame of Keld out of the sideboard. I really only find Blazing Volley to be good in token match-ups. Thankfully, the aforementioned Chainwhirler has completely cleared those out.Posted in: Deck Creation (Standard)
I think when it comes to the x/4 killing spells, we're really talking about our boogeyman, Turn 2 Steel Leaf Champion. The problem with all the other x/4 killers is they don't get him on turn 2. If the opponent is on the play, that means they're getting in before we ever get a chance to take it out.
But I think even more than that, the mana cost difference is huge. We're a very land light deck. I don't think that 3 mana is out of the question, clearly it's not. However, 3 mana spells do take up a whole turn. A 2 mana spell, as the game progresses, almost always means I can double spell. Since we're a shock and awe kind of deck, looking to get that damage in, I think it's best if we aren't using our whole turn to remove a creature. Especially if we're doing it on the 3rd, 4th or 5th turns.
And then finally, I don't want to go up on lands lol. I love staying super low to the ground. My only 3 mana spells are my 3 Adeliz. My biggest success with the different versions of the deck came from staying as low to the ground as possible.
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