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Dragonrage Phoenix

Modern* BRG (Jund) Haste

x1uo3yd


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This is an experimental decklist running DRC as a "Red Delver" within a Burning Inquiry / Goblin Lore style Arclight Phoenix shell.


Threats - There are basically two (non-Burn) threats in the deck: Arclight Phoenix and Dragon's Rage Channeler. DRC is the presumably inauspicious 1-drop that, once turning delirium on, acts like some kind of "Mono-Red Delver"; whilst AP provides recurrable go-wide undercosted fliers.

  • Dragon's Rage Channeler is the slow-and-steady "Delver"-esque half of our battle-plan. (Play: 4)

    An inauspicious 1-drop 1/1 it typically won't draw much flak. However, it becomes a real threat once *delirium* "flips" it into a 3/3 flyer. The surveil ability is also surprisingly well-synergized with the spell-chaining involved in getting APs into and then out-of the yard. The *Juggernaut* effect is a significant liability in terms of blocking opposing crackbacks, but we can often hold back Phoenixes or burn spells to make up for that.

  • Arclight Phoenix is the go-wide half of our battle-plan. (Play: 4)

    Phoenix shines best when it can be resurrected, en masse and on-the-cheap, as a hasty aggro threat from our graveyard. Secondarily, it provides some number of recurrable blockers when our DRCs are in auto-attack mode.

  • Vexing Devil is basically burn. (Play: 1?)

    Right now this little devil is added as a piece of creature-typed burn which is semi-useful as another *delirium* enabler. There is also good synergy with Claim // Fame in the late game.

  • Monastery Swiftspear / Soul-Scar Mage / Flameblade Adept are better elsewhere. (Play: 0?)

    While MS/SSM both play well with the "Phoenix Count", and FA is explosive with the "Hollow Count", all of these creatures tend to peter out as 1/2s in lategame topdeck mode compared to DRC.



Velocity - The delirium and Arclight gameplans both rely upon casting spells and churning through our library; a "Hollow One"-esque spread of Burning Inquiry and Goblin Lore help to make that happen.

  • Burning Inquiry is "weaponized variance". (Play: 4)

    Pseudo-milling three cards while refreshing our own hand can be very good for both card filtering and *delirium*, but occasionally destroying an opponent's opener is icing on the cake. This 1-cmc "cantrip" can be a brutal opener, but in the late-game it also becomes exceedingly good at sending Phoenixes and Darts to the bin.

  • Manamorphose is a free "Phoenix Count" that manafixes. (Play: 4)

    Just like in previous incarnations of Arclight Phoenix decks manamorphose is a major player. Here, the instant plays well into sorceries like Burning Inquiry / Cathartic Reunion / Goblin Lore to fuel *delirium* whilst also upping the turn's "Phoenix Count". Manafixing can also be extremely useful as the deck tends to be pretty liberal with the use of a *flashback* Lava Dart.

  • Goblin Lore ain't just for "Hollow One". (Play: 4)

    The amount of cards this thing churns through is insane. Something like "Mill-3, Draw-1" could have been decent, but good sequencing giving this card the ability to randomly refresh a dead hand is not to be underestimated.

  • Cathartic Reunion digs deep. (Play: ~2-4)

    Whilst it doesn't dig as fast as Goblin Lore, Reunion does provide more selective filtering which can be particularly useful on turns 2-through-4 or so. Unfortunately, it becomes a bad topdeck when we're going hellbent, so cutting a copy or two might be the correct choice.

  • Light Up the Stage is solid card advantage. (Play: ~3-4)

    This is another Sorcery that plays well with our instants; a Lava Dart from hand or grave can easily enable *spectacle* to "pseudo-draw" two cards at the low, low, cost of R. This effect is great for the deck, firstly on account of how well flashback'ed- Lava Dart s can enable alpha-strike on an already-low land count, but also on account of how phenomenally well Cathartic Reunion / Goblin Lore / Burning Inquiry can sequence a hand when cast from exile.



Burn - The most interactive part of the deck.

  • Lightning Bolt is as good as it gets. (Play: ~4)

    The any-target 3-damage-for-R spell is simply the epitome of efficiency and flexibility; we can't honestly or legitimately ask for more.

  • Lava Dart feels like cheating. (Play: 4)

    While a 1-damage burn spell could typically only snipe Nobles or Thalias at best, the flashback mode on this spell essentially gives you the flexibility to use it as a Forked Bolt if things get dicey. Alternatively, sandbagging these "Gut Shots from the graveyard" is key to helping us resurrect Arclights on demand.

  • Tarfire is good enough. (Play: ~2)

    Whilst a 2-damage "Lightning Bolt" is generally unplayable in Burn, *delirium* synergy with DRC means you'll usually make up the difference plus interest by "flipping Delver". Getting a 3/3 DRC on turn-2 after lines like "fetch, Tarfire, Burning Inquiry" or "fetch, Cathartic Reunion discarding Tarfire" aren't uncommon.



"Flashback" - The recursive bit that enables everything.

  • Lava Dart is still primo. (Play: ~4)

    As stated above, the flexibility of the card is especially superb when coming from the graveyard no matter if it got there after resolving, being surveiled, or being looted.

  • Claim / Fame is surprisingly useful. (Play: ~2)

    Getting DRC or Devil back into play for B while upping the "Phoenix Count" is decent value but not particularly noteworthy; the additional "+2/+0 haste" for 1R does change the math a little, however. A few sandbagged copies of Lava Dart or Fame in the graveyard is often all you need to trigger Arclight for an alpha-strike even when in a hellbent topdeck-mode.

  • Maximize Velocity is more value. (Play: ~2)

    Mostly here to up the "Phoenix Count" from the graveyard (like Dart/Fame), the Jump-Start mode can also help discard a topdecked Phoenix in a pinch.



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Casual

95% Competitive

Revision 2 See all

(3 years ago)

Date added 3 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

12 - 0 Rares

20 - 0 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 1.83
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