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Sorcery (3)


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This deck is all about casting spells to buff a prowess creature and hit for big damage. In a way, it works similarly to a slow Storm deck, although there are some very big differences. It started as an Hour of Devastation draft deck, which did pretty well, and was incredibly fun to play. I quickly turned it into a (very) rough 60 card deck, and was able to hit someone for 22 damage on turn 4/5. I've since checked out some other deck lists to refine my deck, and this is what I've come up with.

My reasoning for each card in the maindeck:

Soul-Scar Mage: Low cost Prowess. Given a good opening hand and some luck, this could lead to up to 9 damage on turn 2.

Stormchaser Mage: Again, a good low cost prowess, not to mention the flying and haste.

Thing in the Ice  : Good mid/late game backup plan. It also helps divert attention away from the prowess creatures because the opponent may be more worried about the impending 7/8 Horror.

Combat Celebrant: This card may mean death to an opponent. Being able to swing twice with a 9/10 (or higher) is huge damage.

Enigma Drake: Kind of a backup creature. If I'm not able to win with just the prowess creature, hopefully I'll have several instants and sorceries in my graveyard to have a formidable flyer that the opponent now has to deal with.

Borrowed Hostility and Built to Smash: Very cheap +3 power spells, which also procs prowess.

Negate and Turn Aside: Protects my prowess creatures. One thing I learned early on when playing this deck is that it is very vulnerable to any kind of removal. Although Magma Spray is a bit of an issue still, being able to protect my creatures is huge.

Cartouche of Knowledge and Unsummon: Pave the way for my prowess creatures to deal damage, as well as to proc Prowess.

Strategic Planning: This card helps get through my library and find the cards I need, as well as proccing Prowess. It also has the potential to dump spells into the graveyard to power Enigma Drake.

Fling: This is the card I'm really looking for. Attack with a 9/10 in the combat phase, then after combat, fling that same creature for another 10 damage (because it procs prowess once more I believe) making 19 damage in one turn. Potentially on turn 4/5

Some cards I'm thinking about running:

Vessel of Volatility: At 1R to cast and 1R activate it's ability, if played in one turn this could act as a free prowess proc. Or it could be saved for a turn or two to act as a pseudo-ramp card and help get the fling combo off a bit sooner.

card: Insult//Injury: This card is pretty self explanatory. Casting Insult doubles your damage output for the turn, which could replace Fling or Combat Celebrant, or help pile on damage if you didn't draw into one of those cards.

Imminent Doom: This card is fun, and is actually what helped me win the first game when I first drafted this deck. Being able to zap a creature that's in your way, or deal additional damage to an opponent can help get you that last bit that you need to finish off an opponent.

card:Firebrand Archers: I would prefer to run these over Imminent Doom. They are cheaper, but accomplish a similar goal. Imminent Doom becomes useless after hitting it's 3rd proc, because this deck tops out at 3 CMC. Firebrand Archers will continue to deal damage for every single spell you play.

Bloodlust Inciter: The one and only reason I'd put this card in this deck is to be able to exert Combat Celebrant as soon as he hits the board to take that extra combat step. Although situational, this could mean a quick and unexpected victory.

Feedback would be greatly appreciated. What issues do you see with this deck? What cards would you switch out?

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Date added 7 years
Last updated 7 years
Exclude colors WBG
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

10 - 6 Rares

6 - 3 Uncommons

26 - 6 Commons

Cards 60
Avg. CMC 1.68
Tokens Earthshaker Khenra 4/4 B
Folders Good Decks
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