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The Fast and the Fumarole

Standard Aggro Budget Tokens UR (Izzet)

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An update of UR Clue Prowess.

This deck is designed to win quick. If you can't, then you will lose slowly - spend this time to study up for game 2 or 3. I imagine it is possible to make this deck even better with a bigger budget, and I'm interested to hear any and all ideas. The only thing I am opposed to are slow cards. I need my cards to have immediate value and board presence. I am also not sure that discard and madness cards have a place in this deck, but I could be wrong. It is likely that these stipulations hurt the potential of the deck, but I play Magic to have fun. I like the deck because the thinking involved is minimal, which I think fits the U/R theme nicely, and allows me to play game after game without mental exhaustion.

So what do you want to do with this deck? It is very simple and I imagine most players will see clearly just by reading the decklist...

  1. Have Stormchaser Mage in your opening hand. This is only half a joke. Do not mulligan just because he's not in there. You will almost never mulligan with this deck because two lands are usually enough. If he is there however, or if he's in there with Titan's Strength, or another Stormchaser Mage, you are in great shape for victory either on the play or on the draw. Turn two, attack. This one point of damage could mean victory for you later. Also, if he's clear to deal damage, perhaps because of the Slip Through Space in your hand, ALWAYS play Titan's Strength on him if you have it. Although in some match-ups it may be wise to play Titan's Strength at instant speed during combat, be aware that the Scry 1 is invaluable in drawing the right ammo with your sorcery speed Slip Through Space. These hits in the air are backbreaking and will put your opponent in a nervous state, who will likely start making misplays.

  2. Make a lot of tokens. These guys are great for a lot of things and one of these is a consistent source of chump blockers. The goblins from Dragon Fodder are first and foremost, chumps. The card is great because it triggers prowess and can be copied by Geistblast or targeted by Goblin Dark-Dwellers, all the while giving you creatures. Sure, it's sorcery speed, but as I mentioned before, this deck does fine, if not excels at this speed. If you are playing correctly you are on the offense, and early in the game your opponent will frequently be tapped out with no creatures. In these situations your first main phase is your best friend. All of this said, if blockers are not an immediate issue, attack with your tokens! Don't even be afraid to use your Titan's Strength on one!

  3. Play Impact Tremors as soon as you can. There is so little enchantment removal in this format it is scary. Nobody runs it. On the off chance you can't profitably attack, at least every creature you summon pings your opponent. Tremors is stellar. It even triggers prowess! That said, almost always play Stormchaser Mage turn two if you have both the Mage and Tremors in hand.

  4. Use Mirror Mockery carefully. It is best when enchanted to Whirler Rogue as made abundantly clear by the source of this synergy's revelation Kalibroxin in the deck Mirror Mirror on the Rogue...($65 Budget, Post-Ro). It is also great with Goblin Dark-Dwellers and Thopter Engineer. As a last-ditch effort, it can be used defensively, and rather effectively.

  5. Always side in Negate. This is your only hope to subside the backlash of your game one domination.

  6. Have fun. This deck is designed to be fun and not oppressive. You will win a lot, but in an honorable way. All of the cards you play are "fair" but when combined, they are very powerful.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 4 Rares

15 - 3 Uncommons

18 - 8 Commons

Cards 60
Avg. CMC 2.32
Tokens Copy Clone, Goblin 1/1 R, Thopter 1/1 C
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