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Creature (2)

Enchantment (2)

Instant (2)


I realized there are 3 spells that can deal 4 pts of damage each when Origins gets released. I got excited and made a Jeskai Burn deck.

As with usual Burn decks, this one is light on creatures and heavy on burn.

There's also a bit of card drawing involved for the long run.

Here are some cards of note:

  1. Abbot of Keral Keep - provides a 2/1 creature with prowess and enables a pseudo card draw. ideally, this should be cast with 5 mana or more (the deck's average CC is around 3), but it can be cast on turn 2-3. if cast on turn 3, hold back on playing a land first, then cast it. with luck, the card revealed is a land card which can be played safely.

  2. Exquisite Firecraft - sorcery speed burn, but provides 4 points of damage for 3 mana, and most of time cannot be countered. how many times were you so close to defeating a U/x control deck only to lose because the opponent keeps on countering the burn spells you cast? this card gets through their array of counterspells.

  3. Mantis Rider - the quintessential Jeskai card. fast, evasive and cheap. get two of these on the battlefield and if not answered, the opponent's life points just drain away like water.

  4. Monastery Siege - after much thinking, i decided to put these in the deck. i can't count how many times i could have won had i not ran out of gas. three Dig Through Time and four Abbot of Keral Keep aren't enough to keep the card advantage up. speaking off DTT, MS fuels DTT through its Khans mode.

  5. Soulfire Grand Master - while not an aggressive creature, the idea of this card in the deck is that if it's in play, you can just dump your burn spells on the opponent's face and seldom have to worry about them attacking. or it can be used to lock down an opponent. with seven mana, you can Jeskai Charm a creature to the top of your opponent's library over and over.

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went 2-2.

my first two matches were Jeskai Heroic and Abzan Control. maybe because i was still trying to get a feel of how my new deck functions, i made a number of mistakes, like not casting Wild Slash on a Hero of Iroas when the opponent was tapped out which eventually became bigger and unblockable later. those were my two losses. anyway, the last two matches were against Sultai Control and U/W Enchantments deck and by then i got the hang of things and the matches went smoothly for me.

some notes about the new cards:

  1. Abbot of Keral Keep is one of the most flexible and useful cards that we can use. it's an early aggressor, and one can get a "free" card advantage. i think 4 out of 6 times i got the Abbot out i managed to play the card that was exiled. most memorable was when i had 4 untapped lands, i cast Abbot, got another Abbot that revealed a land which i played.

  2. Exquisite Firecraft, while only at sorcery speed, still packs a punch. being able to burn most of the creatures in standard is great, and it's Spell Mastery ability gives us the necessary burn to push through the final points of damage vs control. it actually happened jusy hours ago. my opponent was down to 4 life, i cast Firecraft, he tried to counter it, but with Spell Mastery enabled, that counterspell didn't work.

i need some suggestions on how to improve the deck. here are what i thought of:

  1. Mindswipe - this will be my Ojutai's Command in a sense that it's a 2 for 1 card. Counter a spell, deal damage. it synergies with my burn strategy well. maybe remove the 2 Roasts in the mainboard and replace with 2 Mindswipes?

  2. Thunderbreak Regent - a solid 4/4 flyer which causes damage when targeted. kind of good to me, but will again drive the curve up.

any suggestions? thanks!

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 0 Mythic Rares

29 - 6 Rares

15 - 7 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 2.95
Folders Khans standard
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