Instant, Sorcery, Enchantment, Artifact (20) | |||
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4
Opt
|
$0.25€0.080.03 | ||
1
Unsummon
|
$0.21€0.090.03 | ||
$0.24€0.100.03 | |||
2
Shock
|
$0.20€0.100.03 | ||
$0.24€0.120.03 | |||
$0.23€0.130.03 | |||
$0.40€0.330.13 | |||
$0.23€0.080.03 | |||
Creature (13) | |||
$4.008.86 | |||
$0.20€0.100.03 | |||
$0.40€0.280.02 | |||
$0.20€0.070.03 | |||
Planeswalker (3) | |||
$7.88€7.270.14 | |||
$0.74€0.710.02 | |||
Land (24) | |||
$0.54€0.600.02 | |||
$5.49€4.180.15 | |||
$0.42€0.240.02 | |||
10
Island
|
$0.19€0.030.05 | ||
6
Mountain
|
$0.19€0.160.05 |
$0.39€0.270.02 | |||
$1.02€0.890.02 | |||
$0.190.03 | |||
$0.25€0.140.03 |
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Learn more Download For WindowsThe dragon is gone! Was it the mighty time wizard's doing? Our story continues! This is the updated version of my fairytale based Izzet draw-two deck - now featuring Teferi, Master of Time.
The core strategy is the same as for my previous build of this deck: We place a set of effects on the field that trigger whenever we draw our second card each turn. Those effects create evasive tokens, deal damage, or grow our creatures. Doing that while drawing cards feels really nice. Doing both things incidentaly develops up our board (or disrupts the opponent's one) while filtering through our deck for the right spells at the same time.
The card selection is still fairytale themed giving our deck a very special flavour. We have dwarfs, faeries, sorceresses, a mighty wizard, and the children of the king. Only the dragon is missing. Did the time wizard do something to Niv-Mizzet, Parun? We'll probably never know. If it's similar to the plane called Tamriel, I'm sure the dragon will reappear in the future.
The core of our deck are the previous three culprits. They represent our damage and board presence. Improbable Alliance, our dwarf and faerie duo, creates a flying faerie token each time we draw the second card of our turn. Having multiples of this on the field can clog it up really quick and basically gives us an unlimited amount off blockers - even one is enough for that. Faerie Vandal just becomes an evasive swole boy. With flash we can play him on the opponent's turn so he's immediately ready to attack. Our sorceress Irencrag Pyromancer is our way of directly dealing damage to any target - either the opponent directly or controlling the board with it by shooting things with fiery bolts.
Now we need ot trigger these effects. For that we have a variety of spells that allow us to draw more cards. Let's start with the most important ones that give us recurrable draws: The children of the king, The Royal Scions, is a powerful pair ot three mana planeswalkers with a high starting loyalty. They let us draw and temporarily buff our creatures. Teferi, Master of Time falls in the same category with the draws, but also lets us temporarily take opposing creatures out of play. While he has a lower starting loyalty, it is great to activate his draw ability also on the opponent's turn as it costs no mana and we can more easily draw two cards on the opponent's turn with that as well. Having all the faeries on the field often let's us reach othe ultimates of our planeswalkers! Loosing Bag of Holding with rotation is a pretty big hit for the deck. But every fairytale needs a mysterious spell tome, right? So, we replace it with Mazemind Tome, letting us either improve our draws or just be used for drawing.
Besides the tome the other cards that allow us to draw on the opponent's turn are our ever beloved Opt and Omen of the Sea. Both are cheap cantrips that improve which cards we have by allowing us to scry first. As we usually have a flying creature on the field Winged Words becomes a two mana draw two, refuling us for the next turn. Cloudkin Seer is an adendum in that it is also an evasive fyling creature that draws us a card when it enters the battle field.
The deck is really light on real removal. We are basically using the Irencrag Pyromancer for that. Otherwise we have Shock to either add the last bit of damage to the pyromancer's shots or to shoot Edgewall Inkeeper's on sight! Brazen Borrower is yet another evasive creature that we can use for tempo plays. The random copy of Unsummon falls in the same category, but can also save our creatures. Do not replace it with another borrower! While random and we only rarely have it, it is a really useful little spell. We want to have it only once in a while! With all the flying creatures in our deck Lofty Denial becomes a semi-good counterspell. So, we are giving it a try.
The mana base of our deck is really straight forward. We have Temple of Epiphany as our dual colored land that helps us improving our draws. Castle Vantress does the same. However, it's a bad thing when we need to activate that effect. It means that we couldn't draw cards otherwise. The Fabled Passage's fetch us the color of mana we need. Balance wise we play more Islands than Mountains as our deck is mostly blue.
I tried Ghostly Pilferer as another engine to repeatedly draw cards. However, his draw trigger is before our draw step. I often found that I want to draw the second card after my draw step!
Sea-Dasher Octopus is probably a great addition to the deck, with all the evasion already going on. It didn't really fit into the overarching theme of a fairytale. And Cloudkin Seer is flying elemental wizard. So much more appropriate! But, you should probably replace the seer with the octopus in your version.
Merchant of the Vale didn't make the cut in this. It would add so much more flavor - even as just a random copy.
There is so much ramp going on! Lofty Denial is hard to make work with that. Luckily we can cycle it with our draw-discard effects when the opponent has too much mana available. Three mana for a counterspell is a little too much for us. While we could play Whirlwind Denial with looser color restrictions it suffers from the same problem as the Lofty Denial. We could think of playing Neutralize as it would also allow us to directly draw a card when we can't make use of it. And we likely should really be doing that!
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