Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$51.70

0 Likes 0 Comments
Avg. CMC 2.0
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 13 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (16)
4 Chandra's Phoenix
$0.23 Creature - Phoenix
4 Grim Lavamancer
$0.31 Creature - Human Wizard
4 Stormblood Berserker
$0.10 Creature - Human Berserker
4 Stromkirk Noble
$0.35 Creature - Vampire Noble
Instant (10)
4 Galvanic Blast
$1.04 Instant
2 Incinerate
$0.07 Instant
4 Volt Charge
$0.12 Instant
Sorcery (6)
2 Arc Trail
$0.15 Sorcery
4 Faithless Looting
$0.29 Sorcery
Artifact (4)
4 Shrine of Burning Rage
$0.27 Artifact
Planeswalker (2)
2 Koth of the Hammer
$2.59 Legendary Planeswalker - Koth
Land (22)
2 Ghost Quarter
$0.97 Land
20 Mountain
$0.11 Basic Land - Mountain
Sideboard - 15 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (3)
3 Phyrexian Metamorph
$7.26 Artifact Creature - Phyrexian Shapeshifter
Instant (2)
2 Incinerate
$0.07 Instant
Sorcery (9)
2 Corrosive Gale
$0.13 Sorcery
4 Slagstorm
$0.48 Sorcery
3 Traitorous Blood
$0.14 Sorcery
Artifact (1)
1 Sword of War and Peace
$6.58 Artifact - Equipment

Notes
 
3-1 at Misty Standard

Rnd1 vs U/B zombies (1-2)
-phoenix proved very effective but was difficult to race messengers copied. An arc trail was wasted for direct damage the turn before phyrexian obliterator was copied 2x with phantasmal image. It is important to remember copied obliterators do not take damage before they die. Turn 2/3 shrine is very crucial.

Rnd2 vs Esper Delver (2-1)
-lavamancer was able to activate once on ghost quarter blowing up own mountain which gave the 2 damage needed to win. It is necessary to side in 2-3 metamorphs to deal with geist in this match up. Destroying moorland haunt early is crucial to prevent unlimited blockers/sword holders. Mana must be kept up at all times to keep sword from equipping. Lavamancer is an all-star in this match.

Rnd3 vs R/G ramp (2-1)
-turns 3 and 4 phoenix provided a very fast aggressive push. Opponent was low on mana, destroying birds with burn and not blocking viridian emmissary stalled long enough for phoenixes to get through. Game 2 was lost due to flood, a hand with 4 lands was kept and should not have been. Game 3 was ended quickly by mulliganing to a 5-card hand that had lavamancer, stromkirk, and stormblood with 2 lands. Ghostquarter gave a free lavamancer activation that was very necessary.

Rnd4 vs heartless summoning (2-1)
-Grand architect was dealt with promptly and provided enough time for stormblood beserkers to beat past defensive myr superions. Game 2 was lost to overwhelming creatures beyond burn range. Game 3 slagstorms were brought in but never seen (most of the creatures become very frail with -1/-1). A Noble and Beserker that saw 2 volt charges were able to beat past spellskites.

Sideboard
-Last week was lost due to poor curve options after sideboarding. Only 3/4 drops must be replaced by 3 drops fromt the side. Slagstorm seems better on the play but 2 may need to be exchanged for gales when on the draw. Incinerate is much better than arc trail in many match-ups but access to 2-for-1's in game one is too strong to throw away. Only 2 traitorous bloods seem to be needed in most match-ups. Metamorph is really only good against geist. The sword may be too clunky. More options against zombies may be needed.
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