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Prowess + Burn your Creatures = Problems for you

You could add "+ Unblockable Creatures + Draw" to the left side of the equation above.

I'm happy with the build so I'm not really looking for suggestions.

If you want to play this in Frontier then substitute Burn from Within for Crater's Claws .


This is not an aggro deck.

It would best be described as mid-range beat down.

That sounds strange but that is the speed at which it is played and its main form of damage.

All Creatures have Prowess.

You kill Opponent Creatures ASAP with Burn damage. By doing so you will:

  1. Trigger Prowess.

  2. Remove blockers and other threats.

Then the way is clear for you to attack with your Prowess Creatures, who are now also pumped up a bit.

To this end there is a lot of Creature removal in the deck.

If Opponent Creatures start to become plentiful or large, you can use Break Through the Line to make your Creatures Unblockable. You can also use this to give Creatures Haste as well.

Having Break Through the Line 's ability always available acts like giving you a     spell over and over.

It also frees your other spell slots up for destruction.

If you turn Wandering Fumarole into a 1/4 Creature you can make it Unblockable with Break Through the Line , and then flip it into a 4/1. Sneaky.

It is best to play Abbot of Keral Keep on Turn 3 or later, when you have at least two Lands on the field and one in hand.

If you Exile a Land you can play it for Turn. If you Exile a one drop spell you can play a Land for Turn from your hand, then use it to cast the spell.

I have taken out Crater's Claws for Burn from Within . If I ever Burn and kill something that is Indestructible it will be too delicious.

You may also be able to get your Creatures out of Burn range by targetting one of yours with a spell, thus pumping the others up by +1/+1.

If games go long that is no problem. Make Jhessian Thief Unblockable to draw extra cards or make Jeskai Elder Unblockable to filter cards.


Exquisite Firecraft is usually the card you want to take out, unless they have fliers.

In that case you would remove Roast and replace it with Tears of Valakut .

If you need to deal with a Weenie deck that goes wide, remove Exquisite Firecraft and Burn from Within for Radiant Flames and Mob Rule . Wipe all those pesky Goblins or Elves off the board or take them all and whack with them.

You can also make Radiant Flames do either 1 or 2 damage to each Creature, depending on how many colours you use to play it. This is good flexibility because if most of your Creatures are 2 toughness and your Opponent's are 1, you can wipe theirs away without affecting yours.

Don't forget that each of your Creatures gets an extra +1 in Toughness as soon as you cast a Non-Creature spell. That means that most of them will survive Radiant Flames .

ALL of them will survive if you cast another Non-Creature spell first.

Negate is to allow you four extra chances to keep Break Through the Line on the field. It could also be Sided in against Planeswalkers.

Mob Rule is the Sideboard's secret weapon. It can deal with decks that can get a number of Creatures or lots of fliers out quickly, by taking the majority of the Opponent Creatures and turning them into traitorous little aggressors. Ouch.

Sideboarding Against Aggro

This is how you Sideboard against specific Aggro combinations such as Atarka Red, Goblins, and Boros Aggro.

OUT

4x Break Through the Line
3x Burn from Within

IN

4x Negate
3x Radiant Flames

That should take care of decks such as these:

Melissa Price - Atarka Red, Week 5
300 Goblins (4-0 Gameday 2/12/16)
Zada Shares His Toys


Against Elves

OUT

4x Burn from Within
3x Exquisite Firecraft

IN

4x Mob Rule
3x Radiant Flames


There are only     and/or     lands as I want to be able to get low cost Creatures on the field as fast as possible, and therefore can't afford to be colour-screwed. That's why I'm not running anything like Foundry of the Consuls .

The Creature I most want to hit the field as early as it can is Stormchaser Mage .

Using mostly basic and pain lands also helps Creatures to hit the field quickly.

24 lands are good for a couple of reasons:

  1. That number makes sure I am not mana or colour screwed early on in the game.

  2. Extra land is great later for activating the ability on Break Through the Line or turning Wandering Fumarole into a Creature.

  3. Having extra land later in the game allows Burn from Within to do a bigger whack of direct damage, or to get mana in hand faster to play Mob Rule sooner.


Again, I'm happy with the build so I'm not really looking for suggestions.

If you feel that I desperately need a card, or have overlooked something, make a case for it in the Comments.

Don't bother to suggest removing any of my direct damage cards for pump, Haste, or evasion spells. I'm not interested in taking this deck in that direction.


+1 Upvote is appreciated if you like this deck, or add it to a folder.

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Went out on a high, I guess.

This match report is dedicated to xavrr, for being the only person who has ever admitted to reading one of these things.

[ WNM = Wednesday Night Magic ]


1-1 GW Hardened Scales

This game was a SNOOZE FEST. One of those guys who wants to tell you how good he is at trading (one of my least favourite topics), playing Magic (apparently he has won four tourneys, interestingly I've never heard of him winning once), and just how amazing he is all round at life.

Kept wanting me to play his Modern deck, even though I told him that I didn't have a Modern-viable deck with me.

Kept talking about decks and cards he had played in the past WHILE I WAS TAKING MY TURN. I eventually had to say to him that I needed to concentrate while playing and couldn't do that while he kept prattling on about different cards.

He took soooooo looooong to take each one of his turns. That ended up biting him in the bum because we went to turns and timed out. He clearly would have won the third game. He ended up coming third and I came second so SUCK ON THAT. NEXT TIME YOU MIGHT JUST WANT TO SHUT THE FUCK UP AND PLAY.

First game he had a bad draw. No Hardened Scales hit the field. I was able to burn what Creatures he had and hit him with my Prowess Creatures for a very quick game.

Second game he got Hardened Scales and a good number of Creatures out including two Abzan Falconers. He was able to Outlast both of them and had enough other Creatures out with tokens on that he could keep hitting me with Flying Creatures. Match was over very quickly.

Third game barely got going. He had a Managorger Hydra out that I tried to burn, but he was able to protect. I think I only had a Monastery Swiftspear out, so he would have overrun me.

He did a little preening dance at the end of the game saying that I wouldn't have been able to beat his Hydra, Later on I trotted over between games and showed him a Mob Rule and explained that he could have made his Hydra as big as he liked ... and then I could have taken it and whacked him with it. Dickhead.


2-1 Green Ulamog Ramp

I have played this deck on numerous occasions over the past six months and beaten it every time.

Tonight it got me in the first game by playing two successive Explosive Vegetation cards in the one turn.

That lead to a board wipe of my Creatures by Ugin, the Spirit Dragon, putting Ugin on 4 loyalty counters. I finished him off with an Exquisite Firecraft.

Ulamog, the Ceaseless Hunger followed soon after, hitting me for 10 and milling 20. Then a second Ulamog got played and took my remaining 2 land, basically finishing me off.

In the process I managed to play Crater's Claws for 0 twice, aiming them at my Opponent. He didn't respond. I MEAN COME ON, THAT WAS HILARIOUS!!

It took me a while to Sideboard. I put in Negate and Mob Rule, and sided out Exquisite Firecraft, Crater's Claws, and Jeskai Elder.

He basically had bad draw both games. I did too, but not as bad as him.

Game 2 I was able to get Creatures out early, destroy his Rattleclaw Mystic (which I had left alone in Game 1 to my detriment), and just do a bit of burn here and there to finish things off.

At one point, when I burnt his Rattleclaw Mystic, he went "hah ha!" and played Kozilek's Return. I had out Monastery Swiftspear, and two Stormchaser Mages. I had to explain to him that Prowess triggers on cast, so 2 damage didn't affect any one of my Creatures. He had just killed his Rattleclaw more.

My next turn he played Kozilek's Return before I had a chance to respond, and killed my Monastery Swiftspear. He was only on 4 life so I was kind of like, "whatever". Thinking about it now I might have been able to put something else on the stack, but I didn't need to,

Game 3 was pretty much the same. Burn Rattleclaw Mystic early on, get Creatures out, pump Creatures up while doing direct burn, whack and win.

I felt pretty bad as his face just fell during the last game.

He talks a big game, and he's obviously a Timmy who likes his big Creatures to go bash, bash, but I consider him a friend and didn't like taking him down so easily and see him looking so upset.


2-1 RW Equipment

I played my partner last. Our decks have faced off pretty evenly with each other over the past season.

The deck is here, if you care to check it out: reddy-for-action

He put me square away in the first game getting out a heaps of Creatures, Captain's Claws, and Stoneforge Masterwork, and it was all over very quickly before I could get out enough Creatures to block.

As the game was playing out I remembered that I can only ever beat him once I Sideboard. I boarded in Radiant Flames and Mob Rule.

I started the game with both of those cards in hand.

He started hitting the board fast and, by Turn 3, had Monastery Swiftspear, Weapons Trainer, and Monastery Mentor out on the field.

I did a wipe with Radiant Flames.

He then played two lots of Hordeling Outburst over the next two turns, which gave him six Creatures. He hit me with all of them. For some reason I had all my Creatures tapped down.

I tried to Fiery Impulse one Goblin, just to lessen the damage a bit. He played Make a Stand. I was on 13 life, so he hit me for 12, leaving me on 1.

I untapped my Monastery Swiftspear and Stormchaser Mage, then played Mob Rule. I can't remember what life he was on. Something like 7. I basically took all his blockers away and whacked him for 10.

He was not impressed. He said that was an "embarrassing" way for me to win. I chuckled.

Next game was very similar. I don't remember it that well, except that I used Mob Rule again at the end to win.

I got chided all the way home.

Hey, whatever works, I say.


Not once tonight did I get to do any damage with Wandering Fumarole. Bit of a shame as that usually helps me garner the win.

My only regret, as this deck cycles out, is that I did not remember to ever call Monastery Swiftspear "Taylor".

The thing I DON'T regret is not hearing people say to me, "You know what you should do with this deck? Put Slip Through Space, Expedite, Titan's Strength, and Temur Battle Rage in it".

If I wanted to play the same damn generic UR Prowess deck as everybody else is then sure, I should do that.

I happen to like a bit of originality.


This deck has been amazing. Nobody has expected the tricks it has up its sleeve. It has gotten into the Top 8 every tournament I have played with it. I will miss playing it, although I am ready for something new.

Next stop: Cast a Shadow

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Revision 20 See all

(3 years ago)

Top Ranked
  • Achieved #4 position overall 8 years ago
Date added 8 years
Last updated 3 years
Legality

This deck is Casual legal.

Rarity (main - side)

19 - 7 Rares

17 - 4 Uncommons

8 - 4 Commons

Cards 60
Avg. CMC 1.86
Folders Fun Stuff, Standard, Interested, Standard, Ideas, I Like You, favs, Stuff to Try, Standard maybes, Insperation
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