Creature (14) | |||
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$0.21€0.190.03 | |||
$0.50€0.360.02 | |||
$0.75€0.970.65 | |||
$0.300.02 | |||
$0.18€0.040.03 | |||
Instant, Sorcery, Enchantment, Artifact (24) | |||
$0.61€1.750.03 | |||
$0.20€0.150.03 | |||
$0.20€0.100.03 | |||
$0.20€0.120.03 | |||
$0.76€1.140.26 | |||
$0.25€0.150.02 | |||
$5.833.91 | |||
$0.15€0.070.03 | |||
Land (22) | |||
4
Plains
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$0.250.03 | ||
$3.69 | |||
8
Mountain
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$0.350.03 | ||
$0.35€0.340.02 | |||
$3.12 |
$1.00 | |||
$0.25€0.190.02 | |||
$0.22€0.180.03 |
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Learn more Download For WindowsBloodthirsty Adversary works really well at all stages of the game. The card works well as a turn 2 hasty creature or on turn 5 to grab an Instant to help finish the game.
Clever Lumimancer Swing in when she's a 0/1 and you can catch your opponents off guard if you have multiple 1 mana Instants in your hand. You can also use her as blocker if need be, but she needs a couple instants in hand to really shine.
Leonin Lightscribe has been decent. The card usually gets taken off the board early, but has been helpful when left unchecked.
Magmatic Channeler / Flame Channeler // Embodiment of Flame - Either card will work. Flame Channeler // Embodiment of Flame has been the more consistent card to finish the game though. I found that Magmatic Channeler would die to targeted removal more often than Flame Channeler // Embodiment of Flame.
Rem Karolus, Stalwart Slayer combined with Magic Missile has worked out really well against creatures or burning out our opponents. It's been the most impactful card in the deck.
Play with Fire is probably the best instant in the deck. The Scry 1 has helped out a lot with preparing for my next turn.
Shock is pretty much just a basic burn spell. I prioritize casting this over Play with Fire against creatures. **This card is currently listed as Illegal on Aetherhub. I've replaced it with Roil Eruption so my deck isn't listed as"Illegal"".**
Sacred Fire another way to help burn out opponents out while also gaining life. I rarely ever cast if for it's Flashback cost though unless I have nothing else to play or need to finish the opponent.
Cinderclasm is another upgrade since the last version. It's been helpful against Mono White Aggro and other small creatures. It also allows us to save out burn spells. Plus with Rem Kalorus, Stalwart Slayer out it doesn't affect out creatures.
Light Up the Night I thought about cutting this card, but the amount of times it has been a finisher in the late game has justified keeping it in the deck. If we get a Planeswalker in the Crimson Vow set then I can only assume it will get better.
Shatterskull Smashing has helped out a lot with my land drops. I rarely ever play it on the sorcery side, but it is helpful depending on the situation.
Magic Missile is probably the best sorcery in the deck, but really shines with Rem Kalorus, Stalwart Slayer on the field.
Showdown of the Skalds is honestly the best card in the deck. It helps refill our hand when we run out of gas mid to late game.
Moonveil Regent is something I tried out for awhile. It definitely helped out in some scenarios, but I would rather cast Showdown of the Skalds turn 4.
Magmatic Channeler is honestly just a replacement for Flame Channeler // Embodiment of Flame. Though I found it gets taken off the board early and isn't able to impact the game much.
Sunset Revelry is a card I've thought about adding to the deck to help out in the late game with chump blockers, card draw, and life gain, but I haven't tried it out yet.
Card Draw/Running out of Gas: The deck has had a few games where we run out gas either because I can't draw Showdown of the Skalds or Flame Channeler // Embodiment of Flame gets taken out early. Usually we finish the opponent in the mid game, but we just don't have enough answers in the late game to keep up. Having an explosive early game really helps this deck win.
Land Drops: Pretty much the same as Card Advantage, but I have had a couple games where I've missed multiple land drops. I've tried cutting a couple cards to include more lands, but it actually slows the deck down. Showdown of the Skalds and Flame Channeler // Embodiment of Flame help cover that weakness.
Control: Most of my losses have come from Control Archetypes. The deck just doesn't have enough answers to finish when our opponent destroys our creatures early or counters our burn spells. It's not impossible, but it heavily depends on if you are on the play.
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