Here's what I've been starting to run in Alchemy. This started out as more of a mono-red Conductive Current control list, but I realized it needed ways to be more proactive. Because it has so much looting and card draw, it can swap out pieces that might not be appropriate for one matchup or another. It also means that basically every hand is a keep; in >50 games with the deck, I have not had to mulligan one single time.
Frenzied Geistblaster is sick, man. 24 spells might not seem like enough considering the deck exiles things, but Igneous Inspiration evens things out by adding a Lesson to the deck. I took out Play with Fire and Spikefield Hazard so Geistblaster can always find something beefy. Casting Conductive Current as the second spell in the turn allows Geistblaster to survive it.
Dual Strike can mean double Igneous Inspiration, learning twice, or doubling up on a burn spell boosted by Conductive Current
Creature (12) | |||
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$1.48€1.33 | |||
$2.27 | |||
Instant, Sorcery, Enchantment, Artifact (24) | |||
$0.25€0.130.03 | |||
$0.19€0.070.03 | |||
$0.27€0.210.03 | |||
$2.76€2.17 | |||
Land (24) | |||
$3.60 | |||
22
Mountain
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$0.220.03 |
$0.15€0.020.03 | |||
$0.23€0.110.03 | |||
$0.15€0.090.03 | |||
$0.20€0.110.03 | |||
$0.19€0.120.03 |
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