Type: Deck Idea
Format (invalid) pioPioneer
Approx. Value:
$167.03
Buy

0 Likes 0 Comments
Avg. CMC 2.77
Card Color Breakdown
Card Type Breakdown

TCGplayer Cyber Weekend is on between November 29th at 9AM EST and December 2nd at 11PM EST.
Get 10% store credit on ALL products! (or 13% for TCGplayer subscribers). Check it out now!
TCGplayer Cyber Weekend is on between November 29th at 9AM EST and December 2nd at 11PM EST.
Get 10% store credit on ALL products! (or 13% for TCGplayer subscribers). Check it out now!
Main Deck - 60 cards, 18 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (12)
1 Baral, Chief of Compliance
$2.65 Legendary Creature - Human Wizard
2 Dualcaster Mage
$0.95 Creature - Human Wizard
4 Fae of Wishes // Granted
$0.12 Creature - Faerie Wizard // Sorcery - Adventure //
1 Kaza, Roil Chaser
$0.13 Legendary Creature - Human Wizard
4 Soul-Scar Mage
$1.03 Creature - Human Wizard
Instant (19)
3 Expansion // Explosion
$0.43 Instant // Instant //
2 Ionize
$0.25 Instant
3 Narset's Reversal
$5.15 Instant
3 Silundi Vision // Silundi Isle
$0.29 Instant // Land
4 Wizard's Lightning
$0.16 Instant
4 Wizard's Retort
$0.20 Instant
Sorcery (4)
4 Chart a Course
$0.17 Sorcery
Planeswalker (3)
3 Ral, Storm Conduit
$1.90 Legendary Planeswalker - Ral
Land (22)
4 Island
$0.13 Basic Land - Island
6 Mountain
$0.10 Basic Land - Mountain
4 Riverglide Pathway // Lavaglide Pathway
$5.80 Land // Land
4 Steam Vents
$12.44 Land - Island Mountain
4 Sulfur Falls
$0.77 Land
Sideboard - 24 cards, 24 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Brazen Borrower // Petty Theft
$3.34 Creature - Faerie Rogue // Instant - Adventure //
Instant (9)
1 Dispel
$0.23 Instant
1 Dual Strike
$0.11 Instant
1 Expansion // Explosion
$0.43 Instant // Instant //
1 Lightning Strike
$0.13 Instant
1 Mystical Dispute
$0.46 Instant
1 Narset's Reversal
$5.15 Instant
1 Negate
$0.16 Instant
1 Shock
$0.05 Instant
1 Sublime Epiphany
$2.85 Instant
Sorcery (8)
1 Alrund's Epiphany
$3.83 Sorcery
1 Anger of the Gods
$0.46 Sorcery
1 Banefire
$0.52 Sorcery
1 Doublecast
$0.16 Sorcery
1 Hour of Devastation
$0.40 Sorcery
1 Lullmage's Domination
$0.03 Sorcery
1 Ravenform
$0.15 Sorcery
1 Sweltering Suns
$0.15 Sorcery
Artifact (1)
1 Perilous Vault
$0.36 Artifact
Enchantment (2)
1 Double Vision
$0.27 Enchantment
1 Roiling Vortex
$2.87 Enchantment
Planeswalker (3)
1 Chandra, Awakened Inferno
$11.56 Legendary Planeswalker - Chandra
1 Ral, Storm Conduit
$1.90 Legendary Planeswalker - Ral
1 Ugin, the Spirit Dragon
$19.09 Legendary Planeswalker - Ugin

Notes
 
So my redo highlights the ways I critiqued your original list. We brought the curve way down to have earlier plays and to double spell more quickly, because at our heart a copy spell deck is a deck that trying to double spell often. Another aspect of that is needing card density so we can double spell. I considered opt, and it could be a fine option, but went with chart a course for higher impact. Chart course is always good. With more creatures in our deck, chart a course will sometimes be just a draw two. When we copy a chart a course, we either get to draw 4, discard 2, or just draw four. This is excatly the kind of splash cool stuff we want to be able to do. Also in this department I cut two lands and added 3 silundi vision, a card that does not get respect. We do want to hit all our land drops, hence the 25 count, but we also want spell density, this card is perfect. Like supreme will, this card digs proactively, but better, and a land is much better than a soft counter. It can't hit wizards or ral, but it's always finding gas, and double is a 12 cards out our library to look for shit.

Our wizard package enables chart a course and early wizard matters spells. Soul scar mage make all that stuff live on T2, does that chip damage (prowess with all these copy spells) that let's us have a good plan B, and upgrades all our red removal. Fae of wishes is just fucking awesome in this deck, and that's the truth. A wizard and a spell, so we can grab it off silundi vision, and it enables all our stuff. A 1/4 flyer protects Ral real good, pushes a little damage, and can survive a small red sweeper. And Granted is fucking bonkers. Search our sideboard for any combo piece or answer we want, and it can be copied to do it twice! I liked the cost reduction of Kefnet, so we have more reliable and synergystic options in Baral and and Kaza. Both reduce a spell by at least 1, Kaza can make an explosion extra big, and we get some free dig off Baral. After testing more of these might be correct, but I think two to test. I ended up cutting dualcaster mage, as epiphany is a trap, and the mage although somewhat perfect is just not as good as another copy spell, or a better wizard. With all these wizards we can max out on the wizard package cards.

To round out the deck two more hard counters that can push damage in ionize, further increasing our plan B. I've got an expanded sideboard for our of Fae of Wishes, all of these cards are worth considering as either answers, combo pieces, or alternative threats. If you include at least 4 cards for aggro decks and 4 for control, your wishboard can also be effective for best of 3 games. Any Fae of Wishboard I think must include an Ugin though, because always having an option to grab that card gives you a shot at games you should lose. A lot of these cards are very useful. Now think about doubling some of them! I don't know about you, but downtiking a Ral and casting alrund's epiphany to double timewalk + make 4 birds is stupid fun, and lullmage's domination in the midgame when my opponent's graveyard is full so I cast and double it for cheap is exactly the kind shit I want to pull out my ass.

Also after thinking about it a little more, I split narset's reversal and Expansion with dual strike. I know reversal is a soft counter, but it's harder to use proactively, and I think dual strike is better. 1 you can foretell it, saving it for later, reducing it's cost, and protecting it from hand disruption. 2 it's better with your proactive plays by a lot. I know it's not as clean for the combo, but it can help get it started by doubling a granted, so I'm down for that. It also means our granted can fetch any of three combo pieces in Ral, Expansion, and Reversal.

And we come full circle, now making room for two different copy spells we can use proactively and combo with, dualcaster mage is the best fit while increasing our wizard count incidentially. It's funny how things turn out!
Comments
    No comments yet.