Sideboard

Land (1)

Sorcery (4)


Maybeboard


The ideal combo is to have Whirlwind of Thought on the field, mutate in/on Vadrok, Apex of Thunder, and loop the damage/buff spells while keeping card advantage. Otherwise the deck tries to be aggressive with spells to control the board somewhat, which would also combo with Sprite Dragon.

Still trying to balance the land base. I don't want to lean too much on Raugrin Triome since it comes into play tapped, and only a few cards need white mana. I am using more shock lands to fill the gaps like Hallowed Fountain and Sacred Foundry, so I still get my primary red/blue colors but confirm white too. I don't want to add too many though as the self damage can add up. Fabled Passage is useful since most of my white cards are not playable until turn 4, but I worry adding too many will cause me to lose tempo before turn 4 if I draw multiple in starting hands.

Unsummon can delay their tempo, then later I can combo over and over with Vadrok, Apex of Thunder and Lore Drakkis. Clearing the field to attack freely helps, while delaying them from attacking me unless they have haste and I couldn't cast on their turn. It also lets me bounce my creatures to avoid removal. I can also use it to re-mutate creatures, because if it is a mutated creature I will get them all back to my hand. Stern Dismissal does let me bounce enchantments, but it cannot target my own creatures.

Weenie decks with many 1 toughness creatures are tough. Since the deck is lean on creatures and most get mutated, it is hard to have defenders without sacrificing attacks. Blazing Volley is in the sideboard when I run into those decks.

I'm actually looking at dropping Pollywog Symbiote for more impactful cards. With the current mutate creatures the cost reduction only applies around half the time. When hard casting Vadrok, Apex of Thunder and when mutating Lore Drakkis there is no colorless cost to reduce. The draw+discard is nice, but hard to reliably trigger after the first few mutations.

I really like Whirlwind of Thought, but dropping on turn 4 with no follow up can mess with my tempo. Since the deck runs on cheaper cards, unless I get Anticipate I sometimes am out of steam before I can kick the combo off. I might replace a slot with more card draw or some way to tutor, or just drop it for something like Firemind's Research.

Considering the differences between Thrill of Possibility, Cathartic Reunion, and Anticipate. Normally I prefer to avoid cards that make you discard before drawing, in situations where you have no other cards in hand. For this deck though it can pull back/replay noncreature cards from the graveyard, and Blitz of the Thunder-Raptor specifically gets stronger with more in the graveyard.

Trying to stay away from counter spells since those would get wasted with Vadrok, Apex of Thunder, but could still be brought back with Lore Drakkis if I find I really need them vs burn spells.

Suggestions

Updates Add

When the combo gets going it can finish the game pretty quick. So I have been trying to find ways to more reliably get it going, and looking for "upgrades" to the deck.

** Removed... **

1x Blitz of the Thunder-Raptor It works well in the deck late game, but without many ways to quickly stuff my graveyard it can take a while to power up and is generally wasted early game.

1x Fateful End The any target option is nice, but at 3cmc I usually don't want too many in my hand early game.

1x Pollywog Symbiote With the current mutate creatures the cost reduction only applies around half the time. The draw+discard is nice, but hard to reliably trigger after the first few mutations. I'm actually looking at dropping all of them for more impactful cards too.

1x Plains since the only cards that "need" this is Whirlwind of Thought, replaced for more mana fixing options. Vadrok, Apex of Thunder can technically be cast for just 1URR for mutate, which ideally I want anyways to replay a spell.

** Added... **

3x The Royal Scions Both +1s are useful since one lets me dig for cards if needed while stuffing the graveyard, and the other lets me pump an attacker. Late game the -8 can be deadly too with Whirlwind of Thought keeping my hand stuffed. As an added bonus, it can be returned with Vadrok, Apex of Thunder.

1x Fabled Passage I'm still working on the mana base, but sometimes I just don't get any white land from duals or the few plains in deck. Adding this can help make sure I have a plains by turn 4 to play my 4cmc cards on tempo that need white mana.

Comments

Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

11 - 0 Rares

17 - 0 Uncommons

10 - 4 Commons

Cards 60
Avg. CMC 2.41
Folders Construction Zone, Constructed Decks, potential deck ideas
Votes
Ignored suggestions
Shared with
Based on
Views