Fires Turns is not bad any more! (I think) And I know that because even I can 3-2 a league with it.
This deck is simple enough to understand: live until turn4, play Fires of Invention, cast extra turn spells for free, as well as planeswalkers you don't need to tap, and win from there! Bonus inclusions include
Savor the Moment
, which is usually just a shitty Explore in blue, but in this deck, it's super powerful because it's an extra turn spell we can cast for free, without using our mana. We also have
Castle Vantress
and
Geier Reach Sanitarium
, which if we cast Time Warp, we can use every turn since we're casting our spells for free.
This deck is missing some important cards from last time it was relevant:
Mystic Sanctuary
and
Simian Spirit Guide
. This means that comboing off is slightly harder than it was before as it's less consistent since we can't put Extra-Turn spells on top of our library, and we also can't drop a turn 3 Fires without Spirit Guide.
But it's also gained a couple of important pieces:
Valakut Awakening
, and a meta that's willing to let it live. Modern no longer runs on a "Countermagic + Pressure" ideal in Uro control decks that run Field of the Dead. Instead, we have a Prowess, GW Heliod, and Death's Shadow metagame, which is a lot easier to manage. EE on 2 has never felt so good!
Things I'm not sure about but sound cool to try out:
-
Thing in the Ice
in the sideboard as a transformational wincon or as an upside vs creature matchups
- Splashing white for
Teferi, Time Raveler
in the sideboard for game against control
-
Mikokoro, Center of the Sea
over
Geier Reach Sanitarium
to keep hand size higher vs the Narset lock plan
- Going 80 cards and padding out the deck so as to stop decking out before we find our Chandra/Jace wincons
- Bringing one Pyromancer Asceension into the maindeck to add consistency on combo turns
- Mana Leak vs Remand vs Force of Negation as the counterspell of choice.