Instant, Sorcery, Enchantment, Artifact (27) | |||
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$0.20€0.100.03 | |||
$0.450.03 | |||
$0.490.03 | |||
$0.25€0.170.03 | |||
4
Shock
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$0.20€0.060.03 | ||
$0.19€0.100.03 | |||
4
Opt
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$0.25€0.110.03 | ||
$0.20€0.110.03 | |||
3
Unsummon
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|||
Creature (17) | |||
$1.19€1.340.24 | |||
$4.108.86 | |||
$0.40€0.340.02 | |||
$0.50€0.590.03 | |||
$0.25€0.130.03 | |||
Land (16) | |||
4
Mountain
|
$0.17€0.020.04 | ||
4
Island
|
$0.15€0.040.03 | ||
$1.00€0.740.02 | |||
$12.93€11.940.96 |
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Learn more Download For WindowsSimple and clean deck with a clear goal. Clear the way of threats, slam down flyers, smash face, win.
16 lands to avoid land drown, 4 double faced spell cards that can double as lands to avoid land screw.
5 and 6 lands are welcome, but honestly, this deck survives on 2 lands, and thrives on 3-4.
Our Threats/Wincons:
-Sprite Dragon: 1/1 haste flyer for 2, gets +1/+1 counters for every non-creature spell you cast. it demands removal now, or it'll steamroll the opposition.
-Crackling Drake:*/4 flyer for 4, gets +1/0 for every instant or sorcery in your graveyard and exile, draws 1 card when summoned. amazing mid/late game finisher.
-Stormwing Entity: 3/3 flyer with prowess for 5, can be summoned for 2 if you've cast an instant or sorcery this turn, and upon entry, scries 2. Even if you don't think it'll survive, it might be worth playing it if only to plan out your next draws.
-Riddleform: Enchantment that becomes a 3/3 flying creature for the turn if you've cast a noncreature spell(including another riddleform). As an enchantemnt, it evades most forms of sorcery speed creature removal, and it can make an effective surprise blocker if it hasn't attacked yet. For drawn out fights, tho, its ability to scry 1 for 3 mana comes in unbelievably clutch, as it can ensure that you maintain pressure or even swing for the win, on your next draw.
-Brazen Borrower: 3/1 flash flyer for 3, but it's also an adventure creature, so it can first be used as as a non-land-permanent removal for 2. Flashing it at the opponent's end step can be crucial as it either avoids sorcery removal speed, or demands an answer, tapping out the opponent, and thus enabling your other threats to come in without much worry.
-Dreadhorde Arcanist: 1/3 Trample for 2, good defense protects from shock effects. However, the real mvp is its ability to cast an instant or sorcery from your graveyard with a converted mana cost equal to or less than his attack, for free, subsequently exiling said card. At 1 attack, he is limited to only 1 mana cost spells, but aside from Silundi Vision, our deck is chokeful of those. A Dreadhorde Arcanist can help us slam Stormwing Entity for only 2 mana. As a bonus, exiled spells still empower our Crackling Drake.
The rest of the cards are either cantrips or removal. Unsummon can assist Spell Pierce in offering some removal protection for our fliers, so it's usually better to save it in favor of Brazen Burrower. Sammut's Sprint can help our slower creatures surprise the opponent and get on the offensive, but the scry 1 it offers is a neat little extra. Opt is the best draw card we have when looking for an answer, while crash through helps us push damage against opponent flying blockers.
Finally, Silundi Vision, if you get it on your first few turns, it's best to just play it as land as soon as you can afford, even if you already have 3 lands on hand. In fact, I'd prioritize it over Spikefield Hazard, due to the latter's easier to pay cost and useability in the graveyard. However, don't be shy about using it in the mid to late game, especially if you have the mana to spare. 23 of our 60 cards are instants or sorceries, so it's highly unlikely it'll whiff.
19 | 15 | 15 | 3 | 0 |
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0 | 0 | 0 | 0 | 0 |
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