Planeswalker (2) | |||
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$0.84€0.590.02 | |||
Instant, Sorcery, Enchantment, Artifact (24) | |||
4
Shock
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$0.20€0.060.03 | ||
$0.22€0.130.03 | |||
4
Ionize
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$0.49€0.300.02 | ||
4
Banefire
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$0.79€0.490.02 | ||
$0.18€0.130.03 | |||
$0.19€0.060.03 | |||
$10.38€6.810.02 | |||
$0.78€0.600.02 | |||
Creature (12) | |||
$1.05€0.850.03 | |||
$0.20€0.090.03 | |||
$1.70€0.680.02 | |||
$0.35€0.330.03 | |||
$0.25€0.130.03 | |||
Land (22) | |||
$1.00€0.740.02 | |||
7
Island
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$0.50€0.050.03 | ||
7
Mountain
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$0.97€0.070.04 | ||
$0.16€0.030.03 |
$0.23€0.080.03 | |||
$0.20€0.100.03 | |||
$0.20€0.161.50 | |||
$0.18€0.130.03 | |||
$0.27€0.170.03 | |||
$6.17€4.400.03 | |||
$0.33€0.170.03 |
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Learn more Download For WindowsI've been having a lot of fun with this hybrid of Ixxet Wizards and Spells Matter in MTGA. While I find it pretty decent, it's definitely not as effective as the T1 decks right now. This one is more for the fun
The strategy is pretty straightforward. Try and get and Electrostatic Field in your starting hand so you can drop it turn 2. That will stall a lot of your opponents long enough for you to get enough mana to take control using burn and counters. Drop more fields whenever you can so your instants ping for damage while you keep board control. Crackling Drake, Banefire, or Ral, Izzet Viceroy's emblem (-8) will win the game for you if you don't manage to ping your opponent to death by the time you get to the end of midrange. Ral is also great for the extra draws and if you can into a situation where you have both Ral and Niv-Mizzet, Parun you have almost certainly won. The current meta has a lot of nasty Enchantments that will ruin your day if you can't counter them, so if you get the feeling you're playing against a deck that relies on them make sure you are holding a counter in reserve.
Goblin Electromancer and Primal Amulet // Primal Wellspring make everything easier. Risk Factor will almost always get you draws and. even if it doesn't, 4 damage when you've got as much burn as this deck will probably put your oponent in the danger zone. Murmuring Mystic is okay for pressure, but where it really comes in handy is when you've gone someone trying overwhelm you or you're up against a deck that's keeping your pings in check with lifegain. Not a must play and one of the first I'd recommend swapping out if you plan on tweaking this deck.
I was running less counters and more burn initially, but found that the majority of games I lost were from not having a counter when I needed it. I also prefer to run a little lighter on lands than most people seem to like (and aetherhub suggests...), so if you want to jump up to the recommended 24 then just dump Primal Amulet // Primal Wellspring. I find that the Goblin Electromancers are usually sufficient for reducing spell cost. I was also running Sonic Assault and some artifact removal originally, but found they were dead weight in my hand 90% of the time.
The sideboard is a good place to look if you are looking for tweaking ideas. I've really only used this deck for quick plays and a little laddering so haven't had much need for it. Swapping League Guildmage for your Electrostatic Fields will instantly make this deck more aggressive. Swapping Surge Mare for Niv-Mizzet, Parun will get you more draws and is recommended if you want to go more aggro since a 3U3R drop is never going to get played. Not included in my sideboard is Opt. I might try building the more aggressive version of this deck in the future since it would probably be fun to play.
15 | 11 | 18 | 2 | 0 |
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4 | 11 | 0 | 0 | 0 |
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