This is my Jeskai Narset combo deck! This deck focuses on obviously Narset who can throw any kinds of shenanigans when she's attacking for FREE, yes you read it right, for FREE! She can throw burn spells in an instant helping her killing her blockers. She can throw combo spells that gives more lethal damage to her opponents. She can also call planeswalkers who can back her up. With the loss of some burn spells (
Stoke the Flames
, Lightning Strike, Magma Jet,
Riddle of Lightning
, Anger of the Gods). I replaced them with some control spells to hold the game until Narset comes in.
Without further ado, lets make a breakdown of the deck:
Soulfire Grand Master - she is your early game defense and support late game. With your burn spells, you will gain enormous amount of life in no time thanks to her. Also, you can buyback your spells late game or when you have a lot of mana to cast your spells over and over and over again.
Jace, Vryn's Prodigy
- who cannot resist the full power of Jace in standard today? Just two copies in this deck because I try not to put too much creatures for Narset.
Wild Slash
- your one drop burn spell. Even you don't have scry like Magma Jet, it gives you instant damage specially when narset flips it and deal damage before her blockers kill her.
Disperse - for now this will be my replacement for Lightning Strike. The card speaks for itself!
Anticipate - there's a lot of situations that I empty my hand after turn 5 so its here to give some card advantage early to mid stages of the game.
Exquisite Firecraft - your three drop burn spell the deals 4 damage. Although its sorcery speed, at least you have a pseudo
Stoke the Flames
that cannot be countered when spell mastery is met (there was one time I did Exquisite Firecraft
+
Howl of the Horde
with raid and spell mastery dealing 12 inevitable damage in the face and win the game)
Jeskai Charm
- your flexible three drop spell. You can bounce their big creature, you can pump your creatures and give them lifelink, you can just directly burn them in the face. A very flexible Jeskai spell.
Radiant Flames - your replacement for Anger of the Gods. With atarka red and GWx megamorphs are popping in the metagame as of this editing, this is a very good early sweeper, easier to cast and can gain tons of life thanks to Soulfire Grand Master
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But wait, this spell has conflict with Narset. Why did you still choose to have it in main?
- Simply to deal with aggressive creatures early game. Later on, you can cast it for free for zero then use the flipped Jace to flashback and cast it again for 3. This is also very good with Howl of the Horde specially with Raid ability to potentially deal 3-7x the damage.
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Ojutai's Command
- another flexible 4 drop spell that can bring back my Soulfire Grand Masters, counter their Siege Rhinos and any eldrazis, gain 4 life when needed and of course a timely draw a card.
End Hostilities
- trouble dealing with big and massive creatures? Here's your spell. Who cares if my Soulfire Grandmaster or Narset to die? I have more copies of them to comeback at you! lol
Dig Through Time and
Treasure Cruise
- These cards help you find the right pieces that you need. Also, it helps you reload your hand and do more setup for Narset.
Howl of the Horde - this is the card that you can do a lot of shenanigans with Narset. You can burn more your enemies, you can bounce more than one creature, you can force your opponents sacrifice two or more creatures, you can have extra turns, you can dig for more cards...you name it! More Howl of the Hordes, more damage, more turns, more bounces, more draws.
To know more how does multiple Howl of the Horde with or without raid ability stacks, click the spoiler below:
The Raid ability of a spell checks to see if its condition is true when the spell (in this case Howl of The Horde) resolves, not when its delayed trigger is triggered. That condition of course is if you attacked this turn. Remembering this should make it pretty easy: Casting Howl of the Horde during your pre-combat main phase provides one copy of your next instant or sorcery being placed on the stack. Casting it during your post-combat main phase, after you have attacked, will result in two copies of your next instant or sorcery being placed on the stack. Easy as that! If youre feeling explosive, why not cast it post-attack and then cast another Howl of the Horde for a total of four delayed triggers? (The first Howl creates two copies of the second Howl, which means a total of 3 Howls, each of which creates two more copies of the next spell cast). Cast a final Lightning Strike after that and you might as well win outright- Thats 21 damage (6 copies plus the original Strike)! Just remember to cast your next instant or sorcery in the same turn you cast Howl of the Horde, or you lose the delayed trigger(s) forever.
Source: http://blogs.magicjudges.org/rulestips/2014/10/howl-of-the-hordes-raid-ability/
Part the Waterveil - if
Riddle of Lightning
stays in this standard, I'll leave Temporal Trespass in this deck but it seems I got a better spell to give me extra turns plus I can make one of my lands a 6/6 creature. Who doesn't love extra turns anyway? Also, if I do howl of the horde + part of the waterveil with [unrealistically] awakening, that is an overkill.
Sarkhan, the Dragonspeaker - if in case Narset is not in the battlefield, he can do the job. It dodges sweepers (
Languish
,
End Hostilities
, Crux of Fate), it gives me a creature, it occasionally burns a creature, it can finish the game.
Ugin, the Spirit Dragon
- oh the great old Ugin. With few Eldrazis and devoid spells show up in standard today, he is still a very good comeback card for this deck...and you can always cast it for free thanks to Narset!
That's it. If you guys have any suggestions and comments, I am glad to answer all of them. Also, please don't forget a +1 to this. ENJOY her SHENANIGANS!
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Also don't forget to check my another brew:
Standard* usurphling
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