Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$191.68

0 Likes 0 Comments
Avg. CMC 3.0
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (10)
2 Aetherling
$0.31 Creature - Shapeshifter
4 Frostburn Weird
$0.05 Creature - Weird
4 Young Pyromancer
$0.46 Creature - Human Shaman
Instant (19)
3 Counterflux
$0.49 Instant
4 Cyclonic Rift
$30.32 Instant
4 Dissolve
$0.17 Instant
4 Lightning Strike
$0.16 Instant
4 Steam Augury
$0.16 Instant
Artifact (2)
1 Elixir of Immortality
$0.59 Artifact
1 Trading Post
$0.48 Artifact
Planeswalker (4)
4 Ral Zarek
$0.48 Legendary Planeswalker - Ral
Land (25)
10 Island
$0.09 Basic Land - Island
4 Izzet Guildgate
$0.11 Land - Gate
7 Mountain
$0.11 Basic Land - Mountain
4 Steam Vents
$13.82 Land - Island Mountain
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (4)
4 Firedrinker Satyr
$0.18 Creature - Satyr Shaman
Instant (8)
3 Blustersquall
$0.38 Instant
1 Counterflux
$0.49 Instant
3 Izzet Charm
$0.30 Instant
1 Turn // Burn
$0.14 Instant // Instant //
Sorcery (2)
2 Demolish
$0.03 Sorcery
Artifact (1)
1 Pithing Needle
$0.48 Artifact

Notes
 
Trading Post has not performed well.  Particularly weak against decks with access to Ghor-Clan Rampager and other tramplers, which tends to be the kind of matchup I would want it in.

Due to its interaction with Ral Zarek and its ability to deal with Mistcutter Hydras, I feel that Ratchet Bomb might have a place in the 75.  It's also plain solid against low casting cost permanents and wrecks tokens (Boros Charm and Golgari Charm shenanigans aside).

Izzet Charm was weak maindeck... Moved them to the sideboard for control mirrors.  They might get replaced by Negate since Negate is plain better almost all the time.

Turn // Burn seems pretty sweet, at least on paper.  May move up to more in the side.  Casting just Turn on Master of Waves will get rid of all the tokens created off of him (can't fuse it when casting it on him because of the protection from red :( so annoying).  Burn is basically the same as Izzet Charm in cost, but can go to the head, which the former can't.  That may be relevant if boarding into the aggressive package.

Also, two Demolish for the sheer blowout opportunity it offers against land-light openers from my opponent, and to get creatures back from Chained to the Rocks, deal with Underworld Connections in a permanent and 2-for-1 manner, and deal with any of the "god weapons" I might encounter that get resolved under countermagic.
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