So this abomination... I haven't tried it out yet.

The game plan:

  1. Get to five lands.

  2. Play Fires of Invention on turn 4 or earlier. Use at least two pieces of interaction like Duress or Fatal Push during these first four turns.

  3. On turn 5, cast Dark Petition without paying mana, thanks to Fires of Invention. With spell mastery active, we get 3 black mana added to our mana pool. We then search up Ugin, the Spirit Dragon. We tap our 5 lands and use the 3 black mana from Dark Petition to cast Ugin, the Spirit Dragon and proceed to bolt face.

Wot I think:

  1. This deck has only been theory-crafted. It is nowhere near the ideal list. I think the first area of exploration would be looking at ways of ramping lands out so that we can play Dark Petition earlier than turn 5.

  2. I included 2x Chandra, Torch of Defiance and 1x The Scarab God to help cover scenarios where we don't have the ideal turn 5 play. One example would be if our opponent attempts to counter Dark Petition with Cancel. We hopefully have a card in hand like Neutralize to counter the opponent's counter, allowing Dark Petition to resolve. However, if this were to happen, we would have already cast the two spells (Dark Petition and Neutralize) allocated to us by Fires of Invention. We would get the 3 black mana when Dark Petition resolves, but would have to wait until our next turn to cast whatever we tutor. We would likely only have 5 mana available, because that 3 black mana is not going to hang around. Chandra, Torch of Defiance and The Scarab God are backup targets to tutor for if a situation like this occurs.

  3. Fires of Invention only allows us to cast two spells during our turn. It doesn't prevent us from cycling cards or activating other abilities during our opponent's turn. Neutralize works as both a counterspell to protect Dark Petition, but can also by cycled away during our opponent's turn so that our untapped lands do not go to waste. Yidaro, Wandering Monster is a card where we end up with a large threat after cycling it 4 times.

Synergies that might be useful for your own brews:

  1. Day's Undoing + Narset, Parter of Veils refills our hand, but leaves our opponent's hand completely empty. Similarly, with Geier Reach Sanitarium + Narset, Parter of Veils , if Geier Reach Sanitarium is activated during our opponent's turn, it makes them skip the draw and still discard a card.

  2. Murderous Rider is one of the best removal spells in the format. I included The Scarab God for its interaction with the zombies most decks are already playing.

  3. If Fires of Invention is out, we can cast any spell from our hand without paying like normal. If the second spell we cast for free is Teferi's Oath, we can bounce Fires of Invention for a turn. This temporarily removes our restriction on casting spells, so we can then use our lands to cast spells normally. Teferi's Oath might be great for other Fires and Friends decks looking to accrue value even faster with all the planeswalkers the deck plays.

Wrap up:

This deck, right now, is an unproven, untested, theory-crafted brew. If you're crazy enough to give the deck a whirl, I'd love to hear how it does for you. I'd also enjoy hearing any other thoughts you might have.

Suggestions

Updates Add

Comments

Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is Pioneer legal.

Rarity (main - side)

4 - 0 Mythic Rares

35 - 0 Rares

4 - 0 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 3.42
Tokens Copy Clone, Emblem Chandra, Torch of Defiance, On an Adventure
Votes
Ignored suggestions
Shared with
Views