• READY TO SET THE WORLD ON FIRE -

The goal of this deck is to torch your opponent as quickly as possible, and as the game progresses, get out Fire Servants and Guttersnipes to deal exponential damage on each spell cast.

  • Turns 1 - 3: At this point you should be using the Sol Rings and Fire Diamonds to ramp up your mana and allow for early game presence. If you're playing against an aggressive opponent, consider casting a Kiln Hound or Guttersnipe for defense. Against an opponent who requires build-up to become strong, consider slinging as many early spells as you can, to assure victory before they reach their peak.

  • Turns 3 - 5: Circumstances providing, you may be in a place to win at this point. You should have a mix of Guttersnipes and at least one of your Fire Servants out at this point, and finishing your opponent with a copied spell might be all you need.

  • Turns 5 - 10: The game should not be dragging on this long, but if it is, a Past in Flames or a Red Sun's Zenith should finish them off. You really don't want to be playing this long, as your defenses will begin to fail. Even if you must sacrifice life, do what you must to finish them off first. Sacrificing your Fire Servants is a no-no.

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Date added 12 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

18 - 0 Rares

12 - 0 Uncommons

15 - 0 Commons

Cards 64
Avg. CMC 1.95
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