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Instant, Sorcery, Enchantment, Artifact (24) | |||
$0.20€0.070.03 | |||
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$0.250.04 | |||
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$0.20€0.030.03 | |||
Land (20) | |||
$1.00€0.750.02 | |||
$12.39€11.970.96 | |||
$17.00€14.830.76 | |||
$8.25€9.460.17 | |||
$1.00€0.790.02 |
$0.45€0.270.06 | |||
$0.25€0.210.03 | |||
2
Abrade
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$1.24 | ||
$0.24€0.110.03 | |||
$0.29€0.250.03 |
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Learn more Download For WindowsGood evening, friends!! I, The Mad Lad, have been on a two-year magic sabbatical. But now I am back, and I am ready to set this magical world ablaze once again. Joining me in this triumphant return is an old stalwart friend.... Beamsplitter Mage and this wacky wizard has brought all of his friends to help us win some games in Historic. This deck is one of the most fun decks I have ever created, and I can confidently say that it can absolutely roll through a lot of competition. To be honest with everyone, I created this deck in modern (well I made this deck two years ago as a standard deck buuut...) using cards like Mutagenic Growth, Slip Through Space and Lightning Bolt. The modern version was so fun and powerful I decided to try making a Historic version considering the core pieces, the creatures, are exactly the same in both formats.
Hitting opponents for 21 aided by trample on turn three is a possible play, but that is not the strength of this deck. Yes, I know turn 3 or 4 kills are really nice, until removal or counter heavy decks make you realize how naive we are. So let’s discuss the true strength of Beamsplitter's Comeback, its ability to battle through adversity...
So, what do I mean by battling adversity? That statement refers to the decks ability to win on any given turn (turn 3 and on of course) out of almost nothing. Yes, if your opponent is playing elves and has no real early removal you can kill on turn 3 or 4 pretty consistantly (I just played a game against elves and didn't even have Clever Lumimancer but got a turn 4 lethal with the dead guy and the prodigy). But what happens when you play against a removal heavy control deck and Fatal Push exists? This is where Beamsplitter Mage and Dreadhorde Arcanist come into play.
Let me put this explanation in simple terms. Clever Lumimancer and Harmonic Prodigy are both your, easy lethal creators. While Beamsplitter Mage and Dreadhorde Arcanist are both card advantage machines. When you play a spell the former of the two pairs add absurd numbers to your damage potential, while the latter cast multiple versions of your spells. So your opponents have to remove the damage creatures, period. They will die fast if those creatures are left alive. But wait... they also have to kill the absolute units that are Beamsplitter Mage and Dreadhorde Arcanist, otherwise you will refill your hand every single turn. So if you are playing a control deck just wait until turn 5, 6, or 7 and force the counterspells on your damage guys, if they get countered then resolve Beamsplitter Mage or Dreadhorde Arcanist and use them to refill your hand, protecting with Fight as One. If you resolve any single creature past turn 3, you can kill on the next turn 9 out of 10 times. That means against control you should always be trying to play creatures with 1 mana open so you can protect them in case a removal spell gets cast in return. I'll be honest here, in Historic we can't really do anything about bounce or exile effects (Shelter, Gods Willing?), that being said against control you should always be saving a creature and draw spells in hand until you are confident that you can otk them (remember you only need about 5 or 6 mana to kill with no creatures on bord). Control must kill you at some point, use that moment where they are mostly tapped out to beat em down.
I’m not really going to cover other types of decks because for the most part we are faster than every midrange deck, and aggro can’t kill us before we kill them. Burn is interesting because if they waste burn to kill our guys, we can either make them indestructible or just play another creature and be glad that that burn didn’t go face. If burn goes face, we are faster. You Come to a River and Fists of Flame make blockers useless which stops elves from beating us.
Defiant Strike is just a draw card that also can help reach for lethal.
Fists of Flame can reach insane damage numbers by itself and if cast on Beamsplitter Mage or recast with Dreadhorde Arcanist it spreads trample like the rona virus, oh and it draws cards too.
Reckless Charge unlocks one turn kill potential, has flashback, and adds a large amount of damage.
You Come to a River is either a bounce spell in a pinch or it makes your creatures unblockable.
Oh yea, you know that card that just got banned in historic? Lightning Bolt? Well we have that here because all of our creatures are wizards so we can run an off brand version of one of the GOATs in Wizard's Lightning.
Remember that when Harmonic Prodigy and Beamsplitter Mage are on the field together that beamsplitter gets to trigger one additional time meaning you can draw a ton of cards or make Clever Lumimancer do like 50+ damage (Magecraft is also doubled by prodigy so lumimancer gets +4+4 per spell). Harmonic Prodigy effects stack, so each prodigy gives an additional trigger, they also can trigger off one another, including their prowess ability, this additional trigger also works with Dreadhorde Arcanist.
Well for now that is all I have to say about Beamsplitter’s Return, I have had a ton of fun with the deck, and it seems to have many favorable matchups. It will also cater to both beginners and vets alike as there are some very subtle intricacies that can be exploited by vets, but the deck will also give newer players some easy to execute wins. How good is it exactly? Only time will tell…
Thanks for humoring my return to deckbuilding I truly hope all of you have a wonderful time and let’s have some fun with the return of Beamsplitter Mage!
-The Mad Lad
sonzeyspace@gmail.com
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