Dissolve requires 2 blue, and costs 3 mana, so it would be hard to play the same turn we play Spellheart Chimera. Though if you prove it is better than Temur Charm I might swap them.
December 1, 2014 1:52 p.m.
requires one kind of mana and aids in deckcycling, but charms are 99% of the time better
December 1, 2014 4:50 p.m.
seems like a cool deck to play it would be interesting in my meta with a bunch of abzan agro and sulti control
December 4, 2014 6:01 p.m.
misterbiscuitbarrel says... #5
Some things that will make your Spellheart Chimera even more painful:
Fall of the Hammer: For when absolutely obliterating something once just isn't enough.
Runechanter's Pike: For those pesky deathtouch blockers.
Rush of Blood: For life-gain decks.
December 6, 2014 2:50 p.m.
misterbiscuitbarrel says... #6
edit: I would say Soul's Fire over Fall of the Hammer, due to targeting.
December 6, 2014 2:51 p.m.
Those are not for standard though. Someday, there will be a modern version of this deck. Thanks for suggestions anyway.
December 6, 2014 3:11 p.m.
Seems like a lot of fun against a lot of decks. My only problem with the deck is that Spellheart Chimera will only have 3 toughness letting a simple Lightning Strike take down your creatures. I don't know how you would counter that without using up all of your counters against removal spells.
December 6, 2014 3:26 p.m.
In current standard, the only cheap removal spells are Lightning Strike, Bile Blight and Ulcerate. Most decks don't play many. Other removal spells aren't such a problem, as they cost a lot and the decks are limited to 1 removal/turn before late game. Chimera swings for a lot, so only 1 hit can put our opponent in burn range.But yeah, decks that abuse removal (Mardu/Jeskai Midrange) are quite a problem for this deck. Don't know how to fight that yet.
December 6, 2014 3:49 p.m.
In my mind I would prefer this in jeski because this way you can gain white for protection for temur charm and hornets nest do either feat of restiance or gods willing for protection of the chimera because this way it not only gets bigger but protects I would do the feat because then its toughness also would go up so they would have do a 2 for 1 2 lightning strikes/2 magma jets for it so it is not a far trade and maybe also do like some unblockable so it can get in easier with no blocks even though it has trample
December 6, 2014 3:55 p.m.
That might work, but be aware that Gods Willing, Feat of Resistance and similar cards just don't do anything if we don't have chimera in play. White also lacks cards like Scout the Borders.
If you try the Jeskai version, let me know how it goes. For now, I stick with green.
December 6, 2014 4:02 p.m.
misterbiscuitbarrel says... #12
Wood Sage to dig for your chimera, maybe?
December 8, 2014 6:26 a.m.
wisegreenbean says... #14
Having 1 card necessary for your win hurts a lil bit. Have you thought about running Monastery Swiftspear? She seems to do well with many of the strengths of this deck, particularly as it seems you usually are lacking a turn 1 play(apart from a tapland).
I'd assume it's for budget reasons, but just in case you didn't know; fetchlands like Flooded Strand and Wooded Foothills are generally better than Terramorphic Expanse and Frontier Bivouac
I would also note that running Treasure Cruise seems a bit too dangerous in this deck, with your dependence on a well stocked graveyard. Divination or something like it seems by far preferable in this deck.
Finally, while Satyr Wayfinder brings forth the danger of milling a chimera, he is 1 mana cheaper than Scout the Borders for only 1 less card milled. That speed may be critical enough to merit the risk.
December 23, 2014 2:17 p.m.
Didn't think of Monastery Swiftspear, thanks! Will try out soon, could replace Hornet Nest as an alternative win condition.
I believe Treasure Cruise is good, as losing 2-3 power to chimera doesn't hurt that much, provides 1 more card than Divination, and can cost as low as 1.
Satyr Wayfinder isn't instant/sorcery and can't fetch a chimera/hornet nest. That hurts a lot in a deck reliant on those two creatures.
December 23, 2014 5:47 p.m.
Hornet Queen. If you're gunna run the nest, might as well go all out of rthe big guns
December 23, 2014 7:21 p.m.
Hornet Queen is three green mandatory. If he wants to keep his mana where it is his chance of being able to cast it would be very low.
December 24, 2014 5:34 a.m.
Commune with the gods is worth a second look if you'd fix your mana a bit more. Dumping up to 4 extra power into your creature would work in your favor with even faster grab for it. An extra mana saved could go into a t4+ combo if you got the draw.
I'm amazed you don't have Become immense among your consideration at all since I'd throw enough dead cards in that it'd be viable to delve out and swing with a chimera that much bigger.
Satyr wayfinder gets a body on your board and adds delve fuel, not to be dismissed so fast.
A 2-of of Restock/Pull from the Deep/Reviving Melody could be useful.
December 24, 2014 7:52 a.m.
Archimedes75 says... #19
With all the Hornet Nests and the potential tokens they can generate, why not a 1 of Obelisk of Urd, naming chimeras? It'd help your Spellheart Chimera to swing earlier, and easily puts them out of range of most burn removal. Then you can save your counters for straight removal instead.
December 25, 2014 4:35 a.m.
ch1m3ra: A turn 2 Commune with the Gods doesn't do any good, because playing Spellheart Chimera turn 3 is a risky play (with no mana to protect it). Scout the Borders adds stability to the deck.
Become Immense would be good with a higher number of creatures. In this deck, it would often be a dead card.
Archimedes75: Not sure if you realize this, but Hornet Nest tokens aren't chimeras.
December 25, 2014 5:10 a.m.
Archimedes75 says... #21
Omedog: Yes, I do realize this. But Obelisk of Urd has convoke, which means you can use the tokens to help you cast it. Since you don't have much mana ramp, that'll help you get it out quicker.
December 25, 2014 5:16 a.m.
Most of the time, when a chimera is onboard, it dispatches our opponent in 2-3 turn. So +3 power is not that valuable. +3 toughness for 6mana 1card... not that efficient.
We could name insect and attack with 3/3 insects, but then it's just a win faster card -- we could do the same with 1/1 insects. The only time it matters is when our opponent has mass removal.
All this is assuming we have those insect tokens. If we don't, Obelisk of Urd just doesn't do anything.
December 25, 2014 5:30 a.m.
It looks like your trying to keep it on the cost effective side so a couple fetch might not be possible. if you can get some Wooded Foothills in there it will help replace some of your Evolving Wilds and Frontier Bivouac speeding up the deck and not losing a land turn due to coming into play tapped.
2 nice budget cards i like in red are
Searing Blood for keeping your opponents field thinned while dealing damage to them at an respectable you do 5 total damage.
Scouring Sands against them token poop decks that produce to many 1/1 to deal with. goblin decks and the like.
Over all i really like it +1
January 3, 2015 8:37 a.m.
Have you thought about Bloodfire Enforcers? It also triggers Stubborn Denial and can destroy other high tier cards like Siege Rhino.You should try adding Arcbond to your deck. Arcbond + Spite of Mogis can destroy every board presence your enemy builds up. :)
Apart from that your deck is really great, I played it multiple times at my LGS and people were quite surprised of the combos like Hornet Nest + Spite of Mogis the deck can provide!I only lost when facing hard aggro decks which were spamming 1-drops every turn. I usually was dead at turn 4 due to the fact that I only ran 2 Anger of the Gods and wasn't drawing one of them.
But great job on this deck, +1
Asher18 says... #1
Dissolve? Might as well go all out if you want control...
November 30, 2014 9:05 p.m.