Instant, Sorcery, Enchantment, Artifact (19) | |||
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$0.25€0.150.03 | |||
$0.15€0.060.03 | |||
3
Barge In
|
$0.18€0.100.03 | ||
$0.19€0.110.03 | |||
$0.14€0.030.04 | |||
$0.19€0.100.03 | |||
Creature (20) | |||
$0.20€0.110.03 | |||
$1.20€1.340.24 | |||
$0.19€0.050.03 | |||
$0.25€0.060.02 | |||
$0.190.03 | |||
$0.16€0.060.03 | |||
Land (21) | |||
$12.90€11.940.96 | |||
6
Island
|
$0.22€0.070.03 | ||
$0.25€0.140.03 | |||
$1.42€0.860.03 | |||
7
Mountain
|
$0.15€0.020.03 |
$0.19€0.080.03 | |||
$0.15€0.030.03 | |||
$0.25€0.130.03 | |||
$0.98€0.400.02 | |||
$0.50€0.340.02 | |||
$0.25€0.150.03 | |||
$0.14€0.030.04 |
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Learn more Download For WindowsTwo double headers in a row!! Good evening friends the I am the Mad Lad and I have a yummy deck here for all of us tonight!! Last expansion I released Beamspitters Wizards, an aggro deck using the natural synergies that wizards had in the Dominaria block. Well most people would think that the turn 4 kill potential of that deck died with Adeliz, the Cinder Wind but guess what.... It didn't. In fact I refined a rotation proof deck even before the expansion dropped but decided to hold the list until Throne released. While the kill turn is firmly placed on turn 5 it is still not uncommon to go for a lethal swing on 4. Lets sink our teeth into it....
Opening with the titular card seems like a good idea so lets talk about Beamsplitter Mage. Value is the name of the game with Beamsplitter Mage who turns the tempo from combat tricks into value by adding an extra cast of the spell as long as there is another creature on our side of the board. If a card likeBeamsplitter Mage sticks on board then we can really start to heap on pressure and damage! The mage is a huge player in the deck and demands respect from our opponents.
Following Beamsplitter Mage in importance is Dreadhorde Arcanist who fills a similar role providing extra value on the tricks that we cast. Dreadhorde Arcanist is a bit clunkier than beamsplitter mainly due to the poor interaction with Barge In but that don't really mean much becauseDreadhorde Arcanist also has trample which is a very good thing when it's swinging as a 11/12 or something like that.
It's really good that Adventure cards were fairly subdued in Throne because if Wizards keeps printing Adventure cards then they will eventually print one that gives too much value, like if Bonecrusher Giant was printed doing 3 damage instead of 2, I digress.... Rimrock Knight Is a really nice card for us, it fills two purposes. The first thingRimrock Knight does for us is obvious, it's a combat trick. But the little dwarf actually fills an important second role, he gives us a 3 power body to swing with. Yep it's really that simple, but the fact is thatRimrock Knight is only 1 card that fills both of these roles which opens up space elsewhere in our deck for more tricks!
Spellgorger Weird Is just a time bomb, if the opponent removes our 2 mana threats then we have a card that can scale into the midgame and battle it out with the big boys/girls in the world. Hit it with a Stealth Mission and hit em' for 10!
Wee Dragonauts gives us an evasive turn 3 option to set up a kill on 5. It's really here to swing big....
Erratic Cyclops Has 8 toughness and trample adding a bit of resiliency into our deck. The cyclops's card slots are up for grabs so play around with it, sometimes more draw feels good here(Chemister's Insight), or maybe a few burn spells, if you are really a mad gamer you might put a Role Reversal here to steal a Field of the Dead or trade aRimrock Knight for a Realm-Cloaked Giant who knows?? I just like using a card likeErratic Cyclops just to spice it up.
The combat tricks are combat tricks, not much point in talking about them individually, good thing I'm crazy....
Barge In is here to give creatures trample, given the fact that we have all non-human creatures it does its job well.
Infuriate adds damage but can also be used to buff toughness in a pinch so that's cool too.
Samut's Sprint is a part of the turn 4 kill and also provides limited filtering. Sprint works really well with Beamspitter.
Sure Strike adds damage and helps our guys/gals survive combat.
Stealth Mission is another piece to the turn 4 kill, it also provides permanent buffs and the unblockable is clutch.
Chemister's Insight Draws cards. :D
Ok so lets go over the cards you need to kill on 4. Beamsplitter Mage, Dreadhorde Arcanist,Samut's Sprint,and Stealth Mission need to be in your hand with at least 1 island and 1 mountain. You then need to draw or start with another land by turn 3. Turn 1 we play a land, turn 2 is dreadhorde, 3 is beamsplitter, and sprint onto beamsplitter, then before combat cast the copy sprint onto beamsplitter again. Turn 4 you still just need 3 land, and you stealth mission mage then send the mage on a mission again right before combat. This curve does 22 damage split evenly between turns 3 and 4. Removal ruins us, but there isn't a ton of early removal right now and we can take advantage of opponents who are unaware of the potential danger on 4.
Overall this deck is just a blast to play, it doesn't require a ton of skill to play but does have some important decisions to make, meaning that Beamsplitter's Revenge is a fun little aggro deck that's great for introducing a player to magic, but also provides good ol' fun to us seasoned players as well!!
Have a great week Lads and Lasses!
-The Mad Lad
sonzeyspace@gmail.com
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