Blue/Red deck that that relies on draw, cast, and discard mechanics to play low cost instants and sorceries, while increasing power to creatures on the field.
All the instants and sorceries enhance cards on the field, such as
Kiln Fiend
,
Monastery Swiftspear
, and
Thing in the Ice
.
Enigma Drake
thus gets powered up once the effects resolve.
This combo, paired with
Opt
,
Remand
,
Slip Through Space
,
Izzet Charm
,
Manamorphose
, and
Thrill of Possibility
provide an engine that can keep spitting out low-cost spells while enhancing the creatures, providing an attack on all fronts.
Combos
Kiln Fiend + Slip Through Space
can easily become a 4+ unblockable, depending on how many spells you can play before you swing. This can be a potenial win-con in of itself, since you could potentially swing for 13 or even 16 unblockable.
Assault Strobe + Enigma Drake
late game this combo is a finisher if nothing can block it.
Assault Strobe + Awoken Horror
is a near-guaranteed 14 unblockable if
Assault Strobe
is cast the same turn
Thing in the Ice
transforms.
Manamorphose + Thing in the Ice
to tick off those ice counters fast. It's possible to get
Awoken Horror
out turn 3 with the right cards in hand.
Ideal Plays (Turn 3 Win)
Turn 1:
Mountain
Turn 2:
Island
-->
Thing in the Ice
Turn 3:
Mountain
--> tap island and one mountain for
Manamorphose
to add two red mana -->
Lightning Bolt
x2 to the face --> tap remaining mountain for
Assault Strobe
,
Thing in the Ice
transforms into
Awoken Horror
and swing with 7/8 double strike for the win.
OR
Turn 1:
Mountain
Turn 2:
Island
-->
Kiln Fiend
Turn 3: Tap island and mountain for
Manamorphose
to add one blue and one red mana --> blue for
Slip Through Space
--> red for
Assault Strobe
, and swing with 10/2 unblockable double strike for the win.
Mana base needs upgrading but this is the core of the deck.
Any suggestions appreciated!