Using the Isochron Scepter, You can activate many different combos that help you and hurt others.
This deck is a Burn (Or just deal damage very very quickly) deck, mainly used as a counter for Death's Shadow decks. You setup the combos while the opponent hurts themselves, and you can do the rest of the job when they reach a low enough damage to do lethal.
Combos and Functions
Main Damage Combo: Isochron Scepter + Lightning Bolt
(You can replace Lightning Bolt with Magma Jet, Lightning Helix, or Wild Slash)
More Spice: Thermo-Alchemist | You tap the Alchemist to deal one damage, then you activate the combo(s) using the Isochron Scepter, which would then untap the Alchemist, allowing you to deal one more damage. For each Thermo-Alchemist you have, you can deal 2 more damage per turn using this method. For each new Isochron combo, you can deal 2 to 3 more damage per turn (Depending on which card you Imprint with), and allow the Alchemists to continously untap and re-tap. With one of each, you deal 5 damage a turn. With two of each, you deal 14. With three of each, you deal 27.
Isochron Scepter + Silence
| The infamous combo that restricts the opponent to drawing a card, playing a land, attacking, and blocking per turn. Although this prevents Death's Shadow decks from dealing damage to themselves, this also restricts them from summoning creatures that can deal hurt you the lesser health they have.
A bit more Spice: If you have Wild Slash, one or more Kiln Fiends out on the Battlefield, and either one or more Isochron combo or another burn card in your hand, you can add a bit more damage. Use the combo/burn card and add +3/+0 to the Kiln Fiends (Making them 4/2), and then activate Wild Slash to garuntee unpreventable damage and continue to burn using the combos (Insult to Injury: Swinging with the Kiln Fiends alongside the unpreventable damage).
Sideboard
If you're going against a deck that uses counterspells alot, you can replace the main burn cards with Skullcrack to ensure the damage you are about to send will not be countered by spells or with life gain. If you're feeling like gaining some life, you can add in some Dragon's Claws to gain life every time you cast a Red spell. If you're going against an enchantment-heavy deck, why not throw in some Paraselenes to destroy and gain.
Pros
- Low Mana costs means you can start dealing damage by turn 1, or setup the Isochron Scepter + Lightning Bolt
combo by turn 2 at the least (You can start dealing damage every turn starting turn 3 by then).
- It's okay to Mulligan, there is a good chance you will have a hand with a one-mana burn spell and/or an Isochron Scepter with some land to spare.
Cons
- If played against any decks that destroy permanents/use counterspells, it is highly recommended to play the Silence combo before anything else, use Skullcrack to prevent damage from being prevented, or attempt to do lethal while counterspells and destroy cards are getting blasted at your face.
Suggestions
Suggestions are helpful! I would like to improve this deck and see what I could add (Maybe a few bounce lands or add to the Sideboard), as this is my first deck on Tappedout. Mana ramping might be an issue mid to late game (8 mana just to activate all Isochron Scepters if you have all 4 of them out), so I would appreciate suggestions on mana!
(Spray 'n Pray was used as the base for this deck)