Izzet Time for More Spells?

Standard* Harbynger

SCORE: 68 | 141 COMMENTS | 18279 VIEWS | IN 43 FOLDERS


Harbynger says... #1

Now I have to find another deck for those docents though lol... I really want to see them work!

September 5, 2016 9:07 a.m.

Hobbez9186 says... #2

Ryan flipped two of them in his Simic Emerge/Delirium deck. Don't know why they're in there, but he did it twice in one game.

Still beat him though :)

September 5, 2016 11:32 a.m.

Harbynger says... #3

I think I'm going to try and build an Azorius Wizards deck, there may be some fun to be had there :)

September 5, 2016 11:34 a.m.

Hobbez9186 says... #4

As long as one of them isn't Reflector Mage and you don't pull some bull like Long Road Home and Essence Flux to keep things off the table forever, and Counterspell the crap out of everything once they are allowed to play again... no, thank you.

September 5, 2016 1:18 p.m.

Harbynger says... #5

Lol, that's exactly what I did! I have the beginnings of it done, but it has 116 cards so I have to whittle it down lol. With 116 cards though, it's only $50! Once I have it down to 60 cards, it may or be a $20 or $30 deck.

September 5, 2016 1:26 p.m.

Harbynger says... #6

I also have displace and eerie interlude in there currently :)

September 5, 2016 1:27 p.m.

Harbynger says... #7

Here is what I have so far, trying to pick out the best cards for it since it's got so many lol:


Azorius Wizards

Standard* Harbynger

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September 5, 2016 1:31 p.m.

Harbynger says... #8

I had a chance to test this out, and the weakest thing in the deck is the Thermo-Alchemist. I was able to do a ton of work with everything else, but he just doesn't carry his own weight. I may go back to the Thing in the Ice  Flip at this point, as my meta doesn't see a TON of horrors... though there are some.

September 6, 2016 3:06 p.m.

Hobbez9186 says... #9

Even if it doesn't wipe the board, unblockable is unblockable.

September 6, 2016 7:02 p.m.

Harbynger says... #10

Decided to drop 1 each of Anticipate and Uncaged Fury to add in one more Borrowed Hostility and Rush of Adrenaline. This will see me hitting with more damage early on and being able to sustain that longer hopefully, so if I don't get that burst one-shot kill, I can have enough of those 1 cost spells to rack up damage fast early on. I am almost thinking that I want to drop the Harness the Storm so I can put Anticipate and Uncaged Fury back to full playsets, or add in another pump card. I honestly don't want to make it into the mid-game where that card will start being helpful. T3 I want to drop a creature and a buff, and T4 I want 1-2 creatures and/or 1-3 buffs. I normally see Harness sitting in my hand except when I have no good plays... so I would rather he just be a good play!

Thoughts?

September 6, 2016 8:31 p.m.

Hobbez9186 says... #11

Sounds too fast, I hate it.

September 6, 2016 8:58 p.m.

whompkin says... #12

With Thing in the Ice  Flip you may experience the same issue as Thermo-Alchemist, if you end up with a load of pump spells in hand that would be wasted on a creature with defender. Gudul Lurker is on its way out, but i think it would fit with the style of the rest of the deck until kaladesh arrives. Given the choice, i'd also pick Titan's Strength over Rush of Adrenaline.

September 7, 2016 5:34 a.m.

Harbynger says... #13

Thing in the Ice  Flip has won me a number of games. If I have enough pump cards, I'll just wait until opponent attacks and pump the Thing, or if they don't attack, cast at the end of their turn to get some counters off. I have more than enough pump cards to drop a couple for no reason beyond reducing counters on Thing. And if I have a bunch of Slip Through Space, I'll be casting it as a 1 cost card draw.

I also still prefer the trample from Rush over the 1 extra damage and scry from Strength. If opponent has a way to get instant creatures to stop Thing, or if they have some flying, I need to be able to get that damage through still. Especially as a combat trick so they don't double block. I may be adding some extra pump though from dropping a couple things, in which case Titan's Strength would be my first choice of additional pump.

September 7, 2016 12:41 p.m.

Harbynger says... #14

So I've been playtesting this, and it's pretty consistent lethal at turn 5. Out of 10 test, 7 were T5 lethal, 2 were T6 lethal and 1 was T7 lethal.

I don't have all the cards on hand from the changes, but will have them next week and am hoping to take this out to FNM next week.

September 9, 2016 10:05 a.m.

Hobbez9186 says... #15

Assuming nothing disrupts your pace ;)

September 9, 2016 11:31 a.m.

Harbynger says... #16

Of course, but these are playtests, and that can be said about ANY deck :)

September 9, 2016 11:40 a.m.

Harbynger says... #17

Had a chance to play this deck more, and had some VERY good games. Was able to win against almost any deck in a dual, other than an elf deck that always killed me one turn before I could do finish him. I had to mulligan every game though, which hadn't happened at all in any match before this, so that was also unfortunate.

I haven't picked up my last 2 Radiant Flames, so I didn't sideboard just one... but with those I could easily wipe his board to give me that extra turn or two. I'm feeling really good about how consistent this deck was. It won 4 sets out of 5 in duals, and I took 2 second place and 1 first place in three free-for-all games I played. I'm hoping to get the rest of my cards before Friday so I can take it to an FNM.

September 13, 2016 12:40 p.m.

drathys says... #18

Any reason you haven't considered [curious homunculus]? Not sure what you would remove but seems like it would fit the bill. Plus the flavour. Hmmm. +1

September 22, 2016 7:28 a.m.

Hobbez9186 says... #19

drathys: Because most of the instants and sorceries are just one cost and its mana ability and cost reduction would be half as effective since it only produces/reduces by a colorless mana.

I was thinking though since you like your Radiant Flames a great way to add color and some options for more creatures that are difficult to remove that could be pumped for a lot of damage you could try adding a pair of Needle Spires for red and white mana in place of two mountains and Lumbering Falls for blue and green mana in place of two islands. This would let you spend up to 4 colors for Flames to really do work if you are in a bad spot, but also give you a Double Striker or a Hexproof that would be harder to spot remove that you can pump. If there are any spells with Awaken that could be in your sideboard you could shift gears a little to a Mand strategy with the +1/+1 counters and go aggressive with those or your Wandering Fumerole.

Just another thought.

September 22, 2016 7:39 a.m.

whompkin says... #20

Unfortunately you can only use up to 3 colours for Radiant Flames due to the fixed casting cost. Turning Needle Spires into a creature also requires white mana, so could be tricky to pull off w/o more sources. Clutch of Currents could be a good potential land awakener though; should work well with Fevered Visions too.

September 22, 2016 9:23 a.m.

Hobbez9186 says... #21

Helps if I read the card instead of trying to remember what it does lol. I'd just add the Needle Spires then, but you'd need 4 to actually use it, I forgot about the activation cost too lol. It was really damn early when I posted that >.<

September 22, 2016 9:27 a.m.

Harbynger says... #22

I haven't played this in a while because I lost a couple important cards, but I just made a couple changes and think this could be pretty good. I think I already have everything I need to change this in paper, so I'm going to make the changes and try it out soon.

December 7, 2016 8:56 p.m.

Hobbez9186 says... #23

Bring it on :)

I did have a thought about that enchantment from Oath that deals 2 damage to a creature or player whenever you cast your second spell in a turn. Seems good here since hitting 16-18 damage is common and that little bump could make all the difference. More importantly it takes your pump and draw spells and gives you a little bit of targeted damage for spot removal that you currently lack.

Pyromancer's Assault. On that same note you may want to revisit Jori En, Ruin Diver for that extra draw. See what happens.

December 9, 2016 1:36 p.m.

Harbynger says... #24

I think another setup card would essentially slow this deck down by one turn. This deck wants to win between turns 5 and 7, or it will have a hard time. In playtests I saw lethal damage ranging between 5 and 8, and that's pretty consistent (without anything opponent). I need to see what happens when it's up against a couple different types of deck now though.

Jori en was always something I wanted to try, but I normally don't start double casting until I'm already in a good place.

December 9, 2016 3:03 p.m.

Hobbez9186 says... #25

Yeah but games aren't over that quickly very often against any sort of control so having something else to give you an edge might be nice. Worth trying I think.

December 9, 2016 5 p.m.

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