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Building Steam (4th @FNM 10/25)

Standard Control FNM UR (Izzet)

GureiSeion


Sideboard


Maybeboard

Creature (1)

Instant (2)


Mostly Draw-Go Control, thrown together with (mostly) non-Theros for the first FNM of the format. Obviously the new set has a bit it could contribute to it...

Seeing how it's been a full month now and my other paper decks haven't seen much progress, this is my primary deck for the time being. Particular while the meta remains aggro and "the magic number" on creatures stays 2.

Objective: Play a defensive burn / control game against a heavy aggro meta, until AEtherling or a lesser win condition shows up.

Basic Breakdown:

  • AEtherling ~ The inevitability of the deck. It closes out games.
  • Chandra's pheonix & Spellheart Chimera ~ The smaller beats. Both are reasonable enough to hold back if needed, but by intended quantity aren't meant to show up early anyway. Pheonix trades early and has some inevitability. Spellheart brings lategame heavy beats to the table, often swinging for 8-10 at a time.
  • Chandra, Pyromaster ~ Fries little creatures and gives free spells off her 0-ability. Great for getting land off the top while rarely hitting a counterspell. Bonus points for frying a Turned critter.
  • Counterflux & Dissolve ~ I like hard counters. Not sure if six is the right number, but it's already enough to make an opponent fearful.
  • Cyclonic Rift ~ Messes up tempo and Bestow in the early game, and awesome stall later on.
  • Hammer of Purphoros ~ Turns excess lands into beatings. Truly fights back a flood. And makes Spellheart Chimera much more dangerous.
  • Izzet Charm, Mizzium Mortars, & Turn / Burn ~ Early game removal. Fries aggro and have late game applications to keep them useful. Extra points if you fry a turned creature with Chandra while burning another.
  • Jace, Architect of Thought ~ Slows down aggro, but more importantly nets extra cards and summons AEtherling from the deck.
  • Magma Jet ~ Burn that ups draw quality. No complaints here.
  • Mercurial Chemister ~ Utility on a stick. If he doesn't eat removal, he takes over the game.
  • Steam Augury ~ Want to max this out. For giving an opponent a choice, I'll often be able to put good things in both piles, even different solutions to solve a current problem. I rarely get to draw 2-3 cards for 4 mana.

Sideboard Note: Mostly worried about Aggro. Often end up sideboarding the creatures and counterspells out to handle the archtype.

Thanks for looking!

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Finished my Steam Augury playset, so I wanted to give them a go!

Mainboard: -1 Anger of the Gods, -1 Island, -4 Magma Jet, -1 Spellheart Chimera;
+1 Chandra's Phoenix, +4 Lightning Strike, +2 Steam Augury
Sideboard: -3 Lightning Strike; +1 Anger of the Gods, +2 Flames of the Firebrand

The Jets for Strikes was mostly an experiment. One I'd regret, as I had a few games where scrying for lands would've helped, and the extra damage wasn't really noticeable. The 25th land didn't feel as necessary with the extra digging, though now it's more important to find that fourth mana.

  • vs RG Aggro ~ Double Mistcutter Hydra ended me in the first game (I killed the first), but plenty of removal and AEtherling closed out the last two. (2-1)
  • vs Monowhite ~ Forced a clear concession out of him in game one, but two flood-games ended any hopes of this one. (1-2)
  • vs RB Unleash ~ Played through mana screw to stabilize and win at 4 life in game 1. A slow hand kept a repeat of game 2. Another screwy hand in the last game, but plenty of removal kept me alive until both planeswalkers secured the win. (2-1)
  • vs GW Tokens ~ Kept him off anything devastating (including Cyclonic Rifting an Advent of the Wurm in game one, eventually closing it out with the Hammer. Game 2 was a similar story, aside from having to bounce a Unflinching Courge'd Knight token. Chandra did all the killing here, +1'ing for nine points of damage and ultimating a Lightning Strike for another 9, a burn spell finishing the job. (2-0)

Thoughts:
Definitely saw amusement in chaining Augury. Lightning Strike isn't sticking around, as fun as it was with Chandra. Still deliberating if it was a place in the sideboard, as Anger of the Gods feels right there (Flames of the Firebrand is merely a placeholder).

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

22 - 11 Rares

12 - 4 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 3.19
Tokens Enchantment Golem 3/3 C
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