That's the line I think of whenever I look at the card Conjured Currency.
To make it more budget you can replace the Steam Vents with some basic lands. There's also various $5 cards that add up that you can replace.
<(o.o<) <(o.o)> (>o.o)> ~Strategy~ <(o.o<) <(o.o)> (>o.o)>
Conjured Currency: The main card I had in mind when making this deck. The fact that it's a 6-drop is a problem so I had to develop a separate early game that can work with Conjured Currency late game.
Early Game: Burn Baby Burn. Against Aggro decks, burn their creatures. Against Control decks, burn their face. Keep the pressure on them by putting out creatures and removal. By the time Conjured Currency comes out, they should be around 10 or so life.
Late Game: Drop Conjured Currency. I can steal their stuff, and they can steal mine. I don't have a whole lot of creatures so there's a good chance they'll end up stealing lands, which doesn't matter too much by that point, and my deck can run off of only a few lands if need be. In addition, all of my creatures can be killed by any of my burn spells, so my opponent stealing them isn't a huge deal. Otherwise, the opponent can just hold onto Conjured Currency. Either way, by that point, they are going to be hesitant when playing permanents and ideally their game will slow a bit. Aggro decks will be running low on steam and Control decks will be afraid to drop their bombs. While they're waiting, I can top deck a few burn spells to win.
Card by Card:
Bubbling Cauldron. Stealing their creatures via Conjured Currency or Catch / Release and then sacrificing them for 4 life, or sacrificing my own Chandra's Phoenix (after I attack) for 4 life, then bringing it back to my hand by casting a spell? Sign me up. It's like a mini-Trading Post.
Chandra's Phoenix: Haste, eternally present on the field, synergizes well with Bubbling Cauldron.
Goblin Electromancer: Makes my plethora of Instants and Sorceries cost less. No brainer. 1-drop Burn spells make for quite the party.
Guttersnipe: He brings the Heat. 2 damage to my opponents every time I cast one of my many Instants or Sorceries? Umm, yes please.
Young Pyromancer: Chump blocker extraordinaire. Keeps pumping out little blockers that, if left unchecked, can become a real threat in conjunction with my Burn.
Lightning Strike and Magma Jet : Burn und Burn.
Cyclonic Rift: It can return something to their hand. I can overload it and return everything to their hand. Everyone knows these uses. But when used in tandem with Conjured Currency, I can return one of, if not all of, the permanents my opponent has stolen from me to my own hand. It's a great utility card in this deck.
Epic Experiment Possible late-game winner/board clear. It also potentially dumps Chandra's Phoenix in my graveyard.
Catch / Release: Fits the theme and goes well with Bubbling Cauldron. Also snags pesky non-creature permanents to use against them for a turn.
Steam Augury: Helps me cut into my deck. Most of my cards are pretty similar to one another so this rarely backfires, and it can also potentially throw Chandra's Phoenix into the graveyard, which would be like me drawing an extra card.
Izzet Charm: Versatile. I can take advantage of any of its uses and it helps me maintain card advantage/momentum if I'm running out of steam (buh dum, pssh).
Thank you for checking out the deck! Please give me any feedback/critique/suggestions that you can, and +1 if you like it! :)
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Check out my Volatile Rig deck as well;
Standard Demyx
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