Type: Deck Idea
Format (invalid) staStandard
Approx. Value:
$254.56

0 Likes 0 Comments
Avg. CMC 2.67
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 16 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (18)
4 Arclight Phoenix
$2.28 Creature - Phoenix
4 Baral, Chief of Compliance
$1.58 Legendary Creature - Human Wizard
4 Flameblade Adept
$0.15 Creature - Jackal Warrior
2 Goblin Electromancer
$0.08 Creature - Goblin Wizard
4 Hollow One
$0.56 Artifact Creature - Golem
Sorcery (26)
4 Beacon Bolt
$0.14 Sorcery
4 Cathartic Reunion
$0.08 Sorcery
4 Chart a Course
$0.20 Sorcery
4 Collected Conjuring
$0.12 Sorcery
2 Doublecast
$0.15 Sorcery
4 Pelakka Predation // Pelakka Caverns
$0.05 Sorcery // Land
4 Tormenting Voice
$0.03 Sorcery
Land (16)
4 Blood Crypt
$14.68 Land - Swamp Mountain
4 Riverglide Pathway // Lavaglide Pathway
$11.63 Land // Land
4 Spirebluff Canal
$9.76 Land
4 Steam Vents
$13.44 Land - Island Mountain
Sideboard - 34 cards, 30 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (2)
1 Crackling Drake
$0.08 Creature - Drake
1 Thassa's Oracle
$17.54 Creature - Merfolk Wizard
Sorcery (30)
1 Angrath's Rampage
$0.16 Sorcery
1 Bloodchief's Thirst
$0.09 Sorcery
1 Bontu's Last Reckoning
$0.59 Sorcery
1 Call of the Death-Dweller
$0.22 Sorcery
1 Callous Dismissal
$0.06 Sorcery
1 Doomfall
$0.07 Sorcery
1 Feed the Swarm
$0.21 Sorcery
1 Ghostform
$0.04 Sorcery
1 Go for Blood
$0.02 Sorcery
1 Honor the God-Pharaoh
$0.09 Sorcery
1 Inscription of Ruin
$0.06 Sorcery
4 Invade the City
$0.11 Sorcery
1 Kari Zev's Expertise
$0.79 Sorcery
1 Lullmage's Domination
$0.03 Sorcery
1 Maximize Altitude
$0.04 Sorcery
1 Maximize Velocity
$0.03 Sorcery
2 Memory Leak
$0.03 Sorcery
1 Quasiduplicate
$0.46 Sorcery
1 Ravenform
$0.17 Sorcery
1 Seize the Spoils
$0.31 Sorcery
1 Skewer the Critics
$0.27 Sorcery
1 Sovereign's Bite
$0.16 Sorcery
1 Stealth Mission
$0.04 Sorcery
1 Sweltering Suns
$0.15 Sorcery
1 Thought Erasure
$0.11 Sorcery
1 Thoughtseize
$11.56 Sorcery
Enchantment (2)
1 Dreadhorde Invasion
$0.66 Enchantment
1 Ominous Seas
$0.79 Enchantment

Notes
 
I can't believe it, I fucking cracked it! Sometimes it just has to marinate in my head for awhile, but after taking a nap drinking a coffee stout, I was tossing and turning in bed thinking about this deck.

The problem with these builds is the tension between needing to discard cards profusely and triple spell reliably while doing it in a timeframe that matters. Because at the end of the day, we creating some number (hopefully a high one) of 4/4 vanilla creatures and 3/2 creatures with haste. This is a winning combination, but only if we can dump into play quickly, as they will be outclassed in the midgame. Flameblade adept is the perfect litmus test for this. If we play that on one, is swinging for a good amount damage on T2 and T3? If the answer is no, our engine doesn't perform at the right level.

So I started turning over the idea that collected conjuring is the best way to meet this need. It triples spells all it's own, and presumably is casting a lot of discard based cantrips. Most of the discard enablers are sorceries (12 for sure), and collected conjuring requires a minimum of 22 sorceries to be effective (a little more of third of our deck). With the pheonix's and hollow ones as well as flameblade adept, this gave us a little room to operate. With the core of the deck being discard draw spells we are casting consistently, we can lower our land count. I also realized that our sorcery count is a premium, so putting in DFC's of the best sorceries would be a must include to bridge that gap. I decided 16 untapped land sources +4 DFC sorceries would be a good manabase. We only had two options in bala ged recovery and pelakka predation. Black by far has better sorcery options, and having maindeck hand disruption is literately perfect. A collected conjuring into cathartic reunion predation can clear a sweeper or removal out of the hand before I commit more creatures to the board or combat. At the end of this I had 12 more spots to fill, with at least 6 needing to be sorceries (more would be better of course).

Then the hits started really coming. Thinking about it, my list of spells so far all had a generic mana requirement, which means they can be effectively cost reduced. The curve was already fairly low, so cost reduction would have big dividends reducing the twelve core spelss to a single mana and collected conjuring to 3 mana, deploying it a turn sooner. Cost reducers then speed up the whole deck and allow for alternate triple spelling on T3 with any 3 enablers which all happen to be able dig for each while looking for payoffs. Fucking nutz. And the best cost reducers in goblin electromancer and baral are legal. We hit pay dirt.

We want at least 6 given that they make the whole deck go whir, and we might want the whole 8. We can discard un needed copies so it's hard not to, but our sorcery requirements pinch this unless we cut two land, which might be alright but I won't know without testing. What's the split then? I don't really know, a lot of testing needs to be done. Baral is easier to cast, survives shocks, can do some chump blocking or swinging without concern. Goblin electromancer can be played in multiples. I think Baral is probably better, because we only really need one in play to go off, but I could be wrong. Electromancer we can deploy two so that if they kill one we can still go off. I just don't know yet, but I'm skewed towards Baral if we are running less than 8 to start.

That leaves the last 6 sorceries. It occured to me because of the Izzet combo deck that doublecast is insane. Double any of these spells is nuts, a spell with an additional cost when copied doesn't need to be paid, so we can draw six after discarding 2 with our cathartic reunion. Double conjuring is bananas. So it adds another fail rate, basically like collected conjuring 5-8. The copy doesn't count for arclight, and another non-bo is that this is not a real sorcery for conjuring to hit. I mean it can, but it won't trigger a copy for the other conjuring spell (everything is already cast when this spell is resolving). So you have to have a mana or two up post conjuring to get the value off it, which is feasible, but creates tension when we can conjuring on 3 and might "miss", effectively negating our busted early start. So as it good as it is, it's probably a two of if anything.

The strongest baseline considerations are honor the god-pharoh, seize the spoils, memory leak, invade the city, quasiduplicate, and beacon bolt. The first two offer the next discard draw spells, increasing our consistencey, but they cost 3, so we will be clunky some amount of the time. They might just be a necessary evil, but I think I want to try a version without them first to see if I need the deck to be more consistent in this way or if I can get away with not including them. Memory leak is basically perfect, offering additional hand disruption and a one mana cantrip, it's only downside that it doesn't trigger arclight when cycled but a small concession. Invade the city and quasi duplicate offer additional threats to hit off conjuring, and these also might be a necessary evil to make the deck really do what it's designed to do in overwhelming our opponents. Invade the city can make some huge ass zombies, and there a few amass cards I might include in the sideboard if I went this route. Quasiduplicate has jump-start, a really good mechainic for this deck, but needs some timing so is probably to risky. Then there's beacon bolt. Our deck has no removal at present, so we very much want it, it has jump-start, it will basically always be murder even after graveyard hate. I went with a playset main, as a primary way to remove blockers, but these 6 slots will have to be tested and refined.

Noticeable omissions are ox of agonas and rielle. These cards are trully excellent, but I would have to cut flameblade adept or a cost reducer to put them in, neither which seem correct, and as it is I think I want the last two cost reducers anyway. These are not coming in over sorceries or land in this version, so I'm passing.

The sideboard offers some interesting options. First, we sidestep graveyard hate in this version simply by replacing arclight pheonix with 4 other threats and playing a tad more slowly. That's pretty awesome, and it keeps our core engine intact. The best I can come up with so far is a simple switch crackling drake, ominous seas, or dreadhorde invasion (although amass is just short of good enough, invade the city is not good if we are expecting graveyard hate). I like Ominous seas a lot as slightly slower pheonix's that are hard to answer. Crackling drake is one creature, but robust and an easy switch. Another potential angle is thassa's oracle, but I need to know how easy it is to deck ourselves first.

After that we have those flex spots in our sorcery package and maybe flameblade adepts, although probably not on those. We get to be more controlling against aggressive decks by bringing in more sorcery speed removal and sweltering suns (which our post board threats live through, I would cut flameblade adept for these). This deck can wield a bontu's last reckoning pretty well too, and a particular good blowout card against aggro is kari zev's expertise, which put the screws on our opponent while double spelling. Hitting it off a collected conjuring is going to be like Christmas. Lullmage's domination off a conjuring against an aggressive opponent seems sick, but the triple blue probably makes this a non starter.

Against control and combo we go disruptive with thoughtseize effects and mind rots. Inscription of Ruin seems really versatile across matchups. We also have reach in skewer the critics, sovereign's bite, and stealth mission, if that ends being prefferable. We have quite a fe modal answers in black, so our sideboard is surprisingly deep for having to be sorceries cmc 3 or less. If we expect a lot of grafdigger's cage, ravenform and angrath's rampage can help with that.

I can't fucking wait to take this for a spin. T3 and T4 we are going off, hard, and I can't wait to see what it looks like!
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