Instant, Sorcery, Enchantment, Artifact (21) | |||
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$0.72€0.600.02 | |||
$0.20€0.110.03 | |||
$0.15€0.080.03 | |||
$0.25€0.200.03 | |||
$2.20€2.611.36 | |||
$0.39€0.250.02 | |||
$0.39€0.200.02 | |||
$0.34€0.170.02 | |||
$0.30€0.230.02 | |||
Planeswalker (13) | |||
$0.50€0.190.02 | |||
$0.99€0.640.04 | |||
$4.50€6.455.39 | |||
$0.78€0.550.02 | |||
Land (26) | |||
$0.25€0.080.03 | |||
$18.15€14.900.76 | |||
$13.00€11.930.96 | |||
$9.00€9.310.17 | |||
$5.65€4.010.15 | |||
$0.69€0.640.02 | |||
2
Plains
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$0.550.03 | ||
2
Island
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$0.190.03 | ||
2
Mountain
|
$1.000.03 | ||
$14.03€13.231.27 |
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Learn more Download For WindowsNice control deck. Got me to mythic (well, alternating with a dimir flash deck through diamond).
It's in test phase, things can come and go.
Card discussion
The 4 Narset, Parter of Veils and Teferi, Time Raveler are not debatable, imho. The 2 Sarkhan the Masterless felt pretty spot on also.
I guess you could run 2 Narset of the Ancient Way instead of 3. But having it almost every game is nice. +1 for Healing and a bit of ramp (the ramp it's not its more useful skill in this deck, but sometimes it lets you cast Inspired Ultimatum a turn earlier, and that can be game winning). The -2 is really good. You can throw away extra copies of fires in most matchups for 4 damage.
Only running 2 copies of Elspeth Conquers Death, since most of what i'm facing is mono-red. 2 Seems fine, and teferi can bounce it in matchups where you need more.
Mythos of Vadrok doesn't seem that great casted with Fires of Invention But it hits planeswalkers, so it has its uses. Maybe a 3rd Shatter the Sky or 4th Deafening Clarion would be better. Edit: Mythos out, 3rd shatter in. The Gyruda, Doom of Depths deck is hell.
And the card I'm really in doubt with is Shark Typhoon. Started as a joke with a friend, but to be honest, is nice addition: 6 damge with narset -2; you can cycle it and get a shark in addition to your 2 fires spells; and if you get to cast it it's actually quite powerful. I'm considering adding a 2nd... Maybe instead of the mythos. As a one of I'm quite satisfied with it.
The 2 drops are there for helping in exiling creatures/planeswakers before turn 3 (Scorching Dragonfire) (or after 3 for Anax, Hardened in the Forge before going clarion); secure the lands and give some protection and healing aganist agro (birth of meletis); and some card selection/advantage, be it to get the lands early or the ultimatums/sharkans/... late (Omen of the Sea). I'm happy with their inclusion and the work they've done, instead of the disgusting dino-hippo companion.
The mana base, despite my initial doubts (and lack of thought XD), has worked quite fine. The 2 Interplanar Beacon helps against agro, and have saved me some games, but also some other games were responsible for not being able to hit a Inspired Ultimatum on time (usually the opponent concedes after it). I don't think temples are good idea. Too many taped lands. I haven't added the 4th Raugrin Triome cause I don't like to craft 4th of any that early in the season, but i guess it could replace a mountain, an island, one of the shock lands or even add a 27th land. 26 has worked for me tho. Also, running at least a Castle Vantress in fires decks seems important to me.
Important to note: This deck is tuned for aggro matchups. If other matchups are prevalent you should swap cards accordingly. Say, less clarion, scorching fire, more conquers death, more typhoons; maybe add Chandra, Awakened Inferno if there are too many counters (I haven't tried myself).
Opinion
If you like control, for now it seems like a good deck. I've got a really good win rate with it. Currently pushing into de mythic 1000. I learnt to play magic like 15 years ago, but until mtga open beta, never really touched it again, so while not a noob, I'm far from a pro player or really good player, so the deck has to be tier 2 or better for me to climb.
But! The meta is shapping tho, so I won't recomend crafting anything you don't really want to play for the sake of it. If you have limited resources and just want to be competitive...wait a bit more till things settle. That said, I'm really enjoying the deck. And had fun wrecking red. And I've been able to win every matchup (don't know exact winrates). Around 70% total for now i estimate. Edit: winrate in mythic 1000 has droped. Now it's closer to 50 - 55%. Peaked around 450 so far. (19-04-2020).
If anyone is interested in tips on how to pilot, or has suggestions on how to improve it just comment it.
If you read this far, thanks for the time, and have fun with the deck!
8 comments
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I'm trying to update it a bit for current meta, since I'm having troubles mantaining 1000 rank the way it is right now...
I'll update when I find a better version.
Maybe extra scorching df or omen of the sea (against aggro or control), an extra typhoon. Or Heliod's intervention against some annoying artifact (if you're facing many ovens, for example). Grafdigger's cage for Gyruda. Whirlwind of thought could work in slower matchups.
Nothing tested, tho. As said, I just play it in Bo1.
Anyway, the deck has proven good enough to reach mythic. If you know how to play it. So your comments show more about your skill than about the deck. While the archetype, or particular build may worsen as days passes and meta evolves, it is true today (peaked 437 last night).
Anyway, if you want some tips on piloting i'll be glad to help.