Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$695.82

0 Likes 0 Comments
Avg. CMC 2.82
Card Color Breakdown
Card Type Breakdown

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Main Deck - 66 cards, 27 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (28)
4 Bloodghast
$4.96 Creature - Vampire Spirit
4 Flameblade Adept
$0.16 Creature - Jackal Warrior
1 Flamewake Phoenix
$0.32 Creature - Phoenix
1 Glint-Horn Buccaneer
$1.87 Creature - Minotaur Pirate
4 Hollow One
$0.59 Artifact Creature - Golem
4 Insolent Neonate
$0.09 Creature - Vampire
1 Rielle, the Everwise
$1.06 Legendary Creature - Human Wizard
1 Rowdy Crew
$0.29 Creature - Human Pirate
4 Stormfist Crusader
$0.72 Creature - Human Knight
4 Street Wraith
$0.27 Creature - Wraith
Instant (6)
2 Fists of Flame
$0.16 Instant
4 Runeflare Trap
$0.16 Instant - Trap
Sorcery (11)
4 Burning Inquiry
$1.79 Sorcery
4 Echo of Eons
$19.35 Sorcery
2 Goblin Lore
$0.85 Sorcery
1 Unearth
$0.19 Sorcery
Enchantment (1)
1 Prophetic Ravings
$0.05 Enchantment - Aura
Land (20)
1 Flooded Strand
$24.19 Land
2 Forgotten Cave
$0.10 Land
1 Geier Reach Sanitarium
$1.34 Legendary Land
1 Island
$0.09 Basic Land - Island
1 Mikokoro, Center of the Sea
$5.34 Legendary Land
1 Mountain
$0.11 Basic Land - Mountain
1 Mystic Sanctuary
$0.78 Land - Island
4 Polluted Delta
$29.42 Land
4 Scalding Tarn
$19.06 Land
4 Steam Vents
$13.95 Land - Island Mountain
Sideboard - 131 cards, 98 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (38)
4 Arclight Phoenix
$2.39 Creature - Phoenix
1 Bedlam Reveler
$0.25 Creature - Devil Horror
1 Brazen Borrower // Petty Theft
$6.03 Creature - Faerie Rogue // Instant - Adventure //
1 Crackling Drake
$0.08 Creature - Drake
1 Delver of Secrets // Insectile Aberration
$0.36 Creature - Human Wizard // Creature - Human Insect
1 Dire Fleet Daredevil
$0.59 Creature - Human Pirate
1 Dreadhorde Arcanist
$1.11 Creature - Zombie Wizard
1 Faerie Macabre
$3.25 Creature - Faerie Rogue
2 Grim Lavamancer
$0.31 Creature - Human Wizard
1 Griselbrand
$7.76 Legendary Creature - Demon
1 Hazoret the Fervent
$1.38 Legendary Creature - God
1 Kess, Dissident Mage
$1.59 Legendary Creature - Human Wizard
1 Klothys, God of Destiny
$4.14 Legendary Enchantment Creature - God
4 Monastery Swiftspear
$0.40 Creature - Human Monk
2 Ox of Agonas
$0.50 Creature - Ox
2 Pteramander
$0.10 Creature - Salamander Drake
1 Seasoned Pyromancer
$3.96 Creature - Human Shaman
4 Simian Spirit Guide
$1.13 Creature - Ape Spirit
4 Snapcaster Mage
$14.43 Creature - Human Wizard
4 Sprite Dragon
$0.33 Creature - Faerie Dragon
Instant (44)
1 Apostle's Blessing
$0.28 Instant
1 Archmage's Charm
$4.05 Instant
1 Brute Force
$0.21 Instant
1 Commit // Memory
$0.36 Instant // Sorcery //
1 Cryptic Command
$7.50 Instant
1 Desperate Ravings
$0.04 Instant
1 Electrodominance
$3.57 Instant
1 Fiery Temper
$0.09 Instant
1 Fry
$0.12 Instant
1 Gut Shot
$1.03 Instant
1 Izzet Charm
$0.31 Instant
1 Kolaghan's Command
$1.24 Instant
1 Lava Dart
$0.26 Instant
2 Lightning Axe
$0.13 Instant
1 Lightning Bolt
$0.99 Instant
4 Manamorphose
$2.57 Instant
1 Mission Briefing
$0.30 Instant
4 Mutagenic Growth
$1.17 Instant
1 Mystical Dispute
$0.27 Instant
2 Noxious Revival
$5.04 Instant
1 Pulse of Murasa
$0.08 Instant
1 Rally the Peasants
$0.11 Instant
1 Ravenous Trap
$0.21 Instant - Trap
1 Samut's Sprint
$0.09 Instant
1 Shrapnel Blast
$0.27 Instant
1 Smash to Smithereens
$0.24 Instant
1 Spell Pierce
$0.17 Instant
1 Startling Development
$0.02 Instant
1 Stubborn Denial
$2.88 Instant
1 Surgical Extraction
$2.58 Instant
3 Thunderous Wrath
$0.16 Instant
1 Titan's Strength
$0.09 Instant
1 Veil of Summer
$6.00 Instant
1 Vision Skeins
$0.29 Instant
Sorcery (24)
1 Ancestral Vision
$5.06 Sorcery
1 Call of the Death-Dweller
$0.21 Sorcery
1 Cathartic Reunion
$0.08 Sorcery
1 Chart a Course
$0.20 Sorcery
1 Claim // Fame
$0.17 Sorcery // Sorcery //
1 Collective Defiance
$0.53 Sorcery
1 Crashing Footfalls
$1.69 Sorcery
1 Dark Deal
$4.66 Sorcery
4 Finale of Promise
$1.60 Sorcery
1 Incendiary Command
$1.81 Sorcery
1 Living End
$9.26 Sorcery
1 Maximize Altitude
$0.04 Sorcery
2 Maximize Velocity
$0.03 Sorcery
1 Molten Psyche
$4.44 Sorcery
1 Reforge the Soul
$7.31 Sorcery
1 Scheming Symmetry
$5.94 Sorcery
1 Serum Visions
$0.66 Sorcery
1 Shenanigans
$0.07 Sorcery
1 Stomping Slabs
$0.17 Sorcery
1 Wheel of Fate
$3.90 Sorcery
Artifact (9)
1 Chromatic Sphere
$0.67 Artifact
1 Chromatic Star
$0.53 Artifact
1 Engineered Explosives
$18.12 Artifact
1 Implement of Combustion
$0.20 Artifact
1 Implement of Ferocity
$0.05 Artifact
1 Implement of Improvement
$0.04 Artifact
1 Mishra's Bauble
$0.85 Artifact
1 Terrarion
$0.05 Artifact
1 Tormod's Crypt
$0.25 Artifact
Enchantment (12)
1 Aria of Flame
$0.78 Enchantment
1 As Foretold
$1.03 Enchantment
2 Blood Moon
$5.36 Enchantment
1 Curious Obsession
$0.77 Enchantment - Aura
1 Escape Velocity
$0.06 Enchantment - Aura
1 Fevered Visions
$1.39 Enchantment
1 Footfall Crater
$0.13 Enchantment - Aura
1 Leyline of the Void
$2.22 Enchantment
1 Mass Hysteria
$7.18 Enchantment
1 Oblivion Crown
$0.25 Enchantment - Aura
1 Shapers' Sanctuary
$1.10 Enchantment
Planeswalker (4)
1 Ashiok, Dream Render
$4.20 Legendary Planeswalker - Ashiok
1 Narset, Parter of Veils
$0.93 Legendary Planeswalker - Narset
1 The Royal Scions
$0.57 Legendary Planeswalker - Will Rowan
1 Wrenn and Six
$24.67 Legendary Planeswalker - Wrenn

Notes
 
Sometimes you just want to burn in style. This deck plays off the synergy of discard, multiples spells, and card draw. Extremely cheap or free creatures in arclight pheonix (upgraded flamewake), hollow one, ox of agonas, manamorphose, mutagenic growth. The enabler suite for this is varied and interesting. The deck also gets to you with the o cost spells and cheat recursion synergistically. Fists of flame is an interesting pump spell, has explosive potential, and play an interesting opposite to flameblade adept. The hate package we get to run is interesting, blood moon, ashiok, and particularly narset making our symmetrical effects awesome. Ravenous trap and shenanigans are awesome sideboard hate as well.
I like footfall crater in this deck a lot. It's a solid cantrip, and ability to grant haste and trample to hollow ones, arcanists, and flameblade adepts is awesome.

I think the core of what I want to do is Narset, Parter of Veils, Burning Inquiry, and Wheel of Fate, and a bunch of free spells. Everything else stems from there. I want to have explosive draws and also sequences of Narset>Inquiry/Wheel in the same turn. Not only is that hella fun, but wiping out there hand, getting way up on cards, playing essentially free spells, and having random free bodies should be an excellent package. It has weakness's but is also more insulated than a typical graveyard exploitative deck. My enemies I can see off the bat is baby teferi (the timing restriction seriously hampers me), my opponents graveyard, and especially Uro (just fuck that card). If I build in a way where I keep my opponents graveyard covered, can meaningfully pressure a teferi with two threats so it is a liability, and have that aggressive potential in the opening to check both big mana and long game strategies I should be able to maneuver the deck effectively.

There's is a ton of tension on the top end (3cmc), as there is like 2-6 slots and 4 Narset. Each of others offers so much resource but is differently shaped, and it is unclear without doing more refining of the core what piece we need. I'll go more into the rule change later, but the trade off form them is that they can be slow, underwhelming, and vulnerable. Other cards offer a higher floor and more utility like seasoned pyromancer and Rielle. These can be really lackluster though and push us into some clunky turns potentially. Either paired with an active footfall crater (as well as dreadhorde arcanist) become much more appealing. Rielle in particular can not only hit hard, but be as insane as Narset. The power of street wraith with Rielle can not be understated. Rielle is weak to graveyard hate though and is a fragile creature as well as being 3 cmc. If my deck has neonate and street wraith in it, it probably wants rielle. Footfall crater enabling the tempo advantage with our tap out creatures gives us the ability to manipulate our cards much more than it seems. once cast, the future potential for any arcanist or hollow one to have haste is powerfull, and it is the perfect 1 mana cantrip as it checks both draw and discard. The downside is that it doesn't add to our Instant and Sorcery count, not sure if the decks wants just a straight cantrip (we have so many free ones). Ox of agonas and echo of eons provides two options for additional wheels. Both fit really well in the deck, but not together. Ox asks us to have a large consumable graveyard, but the payoff is everything our deck wants: Cheap, recursive, discard, draw, and a sizeable body. Echo asks us not to consume are graveyard entirely, is cheap, draws 7. It's insane with narset, but risky on it's own, unlike ox. But it also acts as a form of graveyard hate. It will be hard to narset echo in the same turn.

Building the deck requires random discard proofing the deck, enough discard enablers, selecting if we want to consume or grow the yard and where we can strike a balance, maintaining enough non-graveyard reliant mechanisms to balance lines of play, and general hand size management. The last one is particularly tricky. The more free spells, the more Burning Inquiry turns into a mill 3, and it is unclear which direction I want to go with that. Traditionally wheel decks thrive on being able to empty hands, but many cards actually want to see us discard a quantity of cards, not act from hellbent. Ox of Agonas and Echo of Eons are perfect examples of this conundrum. Very powerful complimentary effects pulling in opposite but complimentary directions. I think I want to lean into the direction where Flameblade adept and fists of flame are nutter butters (they also side step graveyard hate) and provide a super straight forward right hook approach. The final angle is how much interaction, if any, I can incorporate. The deck itself might jut be raw power trying to force the opponent to contain me but have very minute ability to contain the opponent. My interaction seems like it must be somewhat incidental as holding cards in hand or timing specific cards is discouraged by the opportunity cost of the proactive steps I can take. A good example of this is Lightning Bolt versus Thunderous Wrath. Bolt is why my interest in this deck got revitalized. It has no drawback or requirements, works with the core fine, and can be used versatile. Wrath is going to be a dead card in hand much of the time. However, this deck is less punishing of dead cards in hand, the random ability to do 5 for 1 might just what the doctor ordered, and I might be able to in the late game set up wrath with sanctuary. I might not have room for either, but this is the kind of tension I'm dealing with. It is entirely possible that the hollow one engine is so succinct that I won't be able to spare a mana for a random bolt in hand, especially if I'd rather discard it. I will most likely always want pay 1 for 5 though, its presence can really tilt some gains, and it's effect on the late game can't be underestimated. If it is correct to play 2-3, which is a better choice? Imagine the line T1 flameblade, T2 miracle wrath, land, Inquiry, noxious revival it back on top, put any number of hollow ones and pheonix's into play, swing for 4? 9 total? With 5 more off the top T3 and all those creatures and other cards available? A noxious revival heavy version could in that same sequence could use revival/street wraith to back to to back wrath as early as T2. Revival itself is decent anti-graveyard hate. Maybe living end plus graveyard hate is one angle to this, or eidolon of the great revels, or some such. G2 I think being able to deploy some rule making haymakers is my desired option. Like finding some fixed points that fundamentally change the nature of the way the game gets played and which my machine can still play through. Less silver bullets, more like Narset, Ashiok, and Blood moon who can put really odd pressure on a game with there static effects while continue to do my thing.

It is a difficult deck to make as it really is like a whirling perpetual motion machine. You have to have exactly the right pieces and balance but once you do it should be beautiful and super fun to play. My lines should be almost impossible to predict, but yet I will retain agency. I think brewing and building it will be incredibly fun.

07/23/20
I hit a hard stop before when I tried to Marry Arclight Pheonix to Hollow One. Their relationship is a lot like echo of eons to ox of agonas: Reciprocal but conflicting. The hour of promise package is just to heavy on the deck. The Deck is actually updated hollow one at heart, building deeper into this "Draw or Discard matters" theme. It utilizes the graveyard but is not dependent on the graveyard. I guess the real goal is to turn any given enabling draw discard into a haymaker. This is really a flameblade/Fists of flame deck. As such, i've put all the draw discard cards into the deck. i'll make a core out of this and outfit it after. I know that Ox of Agonas is gas, but I will also try to wrap my head around any wheel effect, as these are going to be so powerful. I also realized another good rule card for the deck: Mass Hysteria. Seems like an excellent side step to creatureless or shitty creature decks, where all my threats are huge and immediate.

How for the love of god did I forget Runeflare trap and Stomping Slabs? Runeflare trap as 1 for 7? It is incredible. It triggers off Burning Inquiry, Wheels, and Echo. It's requirement is best fufilled after these scenarios.  Flameblade adept into Inquiry + Runeflare is fierce, like 11 damage with potential hollow ones and bloodghasts? Stomping Slab is particularly sweet in the Ox of Agonas version that can eat up the graveyard and make slabs happen more often with a reshuffle. These cards finally make Ox and Echo work together. Making this into a molten Psyche deck would be awesome. This is either a pretty big lark or a pretty big breakthrough.

Echo of Eons, Burning Inquiry, Runeflare Trap, Fists of Flame, Flameblade Adept, Hollow one, Street Wraith, Bloodghast, Insolent Neonate is a clean package. I just took this deck through a statistics run and their is definitely something. The deck is clunky as is, for sure, but the fundamental frame shows real promise. The 2nd turn inquiry with runeflare is extra good, equivalent payoff to Hollow one. That's a huge finding. Echo of eons is powerful, and being able to T4 use one from the yard and leave up a runeflare is awesome. T5 with two mana is either runeflare or a fists of flame, which is an absurd amount of damage. This is actually really exciting stuff. I just did a gold fish where A T1 Neonate turned into T2 5 menace trample damage with fists of flame and some wraiths, two resolved Hollow ones, and a grip of Inquiry, Echo, and Bloodghast. I forgot the trample clause on fists. What this demonstrates is a similar powerful openeing from a T1 neonate as a T1 Flamebalde adept. Yes, it requires more cards, but the setup cards serve both openings equally. Fists of flame is 2 mana, but it cantrips, so in this scenario is basically just let me keep setting up while committing damage. The cards left over here are preciously the ones I want in my graveyard, so any enabler will be beneficial. There's a lot to play around with as their are a lot of bad hands but I'm hoping with tweaking this can become a more powerful shell that traditional hollow one. Also Runeflare only has to be a lava spike thankfully to be good on rate, it just has higher upside. Goblin lore is really effective, but it's effect is so inward, and part of what I like about Inquiry is the random blow out potential.
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