Yep Gamers,The Mad Lad's gotchu with that double header! If you haven't taken a look at Harmonious Hero and you like U/W Control then check out my profile page! But If you are here than I can only assume you like to point a spell at your opponents face and kill em' so lets kill em' then!
The core concept of this burn deck is to draw cards, a lot.... then throw them into the graveyard because we don't need no stinkin Shock to help us burn! (Shocks help tho) Also did I mention that the average health of minions in our deck is 4! Speaking of minions all of the minions aside from Torbran, Thane of Red Fell are equally important so lets just get into the deck!!
The main trio of creatures include Electrostatic Field, Irencrag Pyromancer, and Glint-Horn Buccaneer all occupy similar roles in the deck. The element that connects the three cards is that each card is a persistent source of damage and this damage is caused by casting spells. Each card accomplishes this goal in a unique way.
First up is Electrostatic Field, by now this card is a pretty classic idea in red, play an instant or sorcery and deal 1 damage is not particularly strong but if you can chain a bunch of spells together that damage adds up really quickly. For 2 mana that isn't a terrible deal, it can also block a lot of early game aggro because of that 4 toughness.
Next is Irencrag Pyromancer, you'd be surprised at how much damage this fire-bender dishes out. I don't know about you but turning Opt Into a bolt + draw is kinda dirty, you can also tag 3 damage onto a Thrill of Possibility if you cast it during the opponents turn. Irencrag Pyromancer consistently adds value to your draw spells and that thicc 4 toughness is always a plus.
Glint-Horn Buccaneer is a fantastic card, 2/4 haste is an interesting stat line, but 1 damage for discarding a card adds up when built around, and Glint-Horn Buccaneer can activate its ability itself (That extra 1 damage has actually won me a few games in the clutch.)
These 3 core cards are fairly weak individually, but if you get 2 or 3 on the field at once then the damage that they put out adds up really quick. Factor in that most of this damage is caused by cycling/drawing cards and it become clear the threat that this deck presents. Chip away in the early game then finish em' off with a combo of spells without ever having to swing in with a creature. If all of that sounds good then I have great news for you, that is analysis of this deck excluding Torbran, Thane of Red Fell.
I will say this bluntly, if Torbran, Thane of Red Fell resolves on turn 4 and lives to 5 then you will frequently have lethal. Here is an example of his power....On board you have Electrostatic Field and Torbran, Thane of Red Fell, Shock + Skewer the Critics + Skewer the Critics = 23 Damage for 3 mana.... Yea.... if Torbran lives it's over....
The spells that support the creatures are a mixture of pure burn or draw, Starting off with Opt. Opt is a fine card, scry then draw, simple and easy to cast. Combo with Irencrag Pyromancer
Chemister's Insight is gas on the fire, it's expensive but effective, and it also can discard for the Buccaneer with jump start. Combo with Irencrag Pyromancer and Glint-Horn Buccaneer for the 2nd half.
Shock and Skewer the Critics are primarily finishers, combo with Electrostatic Field for maximum damage.
Thrill of Possibility Huh, this is almost Chart a Course in red.... but it is instant speed and that is pretty sweet. This works great with all three creatures.
Rounding out the decklist is a couple of cool cards.Before we talk about The Royal Scions let me just say that this planeswalker, excuse me these planeswalkers , are very underrated and I give the card an A+ from a design perspective (Not a power rating, I just like the card). Anyways....The Royal Scions is a card that demands removal, not only does the +1 allow us to activate our cards each turn for free, the -8 ultimate is a game winning play. At 5 starting loyalty and an easy +1 The Royal Scions is a tough planeswalker to deal with.
God-Eternal Kefnet Is in the deck for those slower matchups, since we run a lot of instants and sorceries Kefnet lets us cast copies and retain the actual card in our hand for card advantage.
While playing this deck I noticed that it definitely plays differently from a traditional burn strategy and that it has a weird grind-ey feeling. It requires setup, and if you get that setup then closing the game is easy. I would say that it is more of a midrange burn than a pure aggro deck, and that's ok because I have a ton of fun playing it. Next week I have a few more variations on the burn strat so until then I hope you have a great week gamers!
Creature (17) | |||
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$2.57€1.130.02 | |||
$0.40€0.220.02 | |||
$2.49€0.980.02 | |||
$0.492.25 | |||
$1.01€0.850.03 | |||
Instant, Sorcery, Enchantment, Artifact (20) | |||
4
Shock
|
$0.20€0.080.03 | ||
$0.25€0.630.03 | |||
$0.20€0.080.03 | |||
4
Opt
|
$0.25€0.090.03 | ||
$0.25€0.180.02 | |||
Land (21) | |||
6
Island
|
$0.22€0.070.03 | ||
11
Mountain
|
$0.15€0.020.03 | ||
$12.90€11.940.96 | |||
Planeswalker (2) | |||
$0.75€0.750.02 |
$0.63€0.520.02 | |||
$0.25€0.150.03 | |||
2
Fry
|
$0.25€0.210.03 | ||
3
Negate
|
$0.25€0.100.04 | ||
3
Ionize
|
$0.49€0.300.02 | ||
$14.25€9.091.17 |
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