Chandra's Revolution deals 4 damage to target creature. Tap target land. That land doesn't untap during its controller's next untap step.
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Chandra's Revolution Discussion
5 days ago
Yes. The fact a mana ability doesn't use the stack doesn't change much about this, Let's say you cast Chandra's Revolution targeting a creature and a land, The stack looks like this:
You pass priority, and your opponent taps the land in response to not lose the mana, but doesn't have a spell they want to cast yet. The stack now looks like this:
Pretty similiar. They pass priority back to you. Had they not tapped the land, the spell would now resolve. Even though they didn't add anything to the stack, they still took an action, so you have a chance to respond to the stack once more. Because it looks the same as last time, you probably won't respond, but you can. If you pass priority without doing anything, Chandra's Revolution will resolve. Because they have floating mana that will go away when you move to the next step/phase, it's important you announce when you're doing that, so they have a chance to cast an instant. Realistically you should always make it clear when you're moving to the next phase, but particularly when mana is floating (something they have to announce every time they pass priority with floating mana).
5 days ago
I don't get when you're allowed to tap a creature or land in response to something that says 'tap X and it doesn't untap during their controllers next untap step' and how it works? And are you also able to target a permanent that is already tapped to prevent it from untapping during the untap step? For example, let's say you use Frost Breath and target a Zhur-Taa Druid and an Experiment Kraj. Would you be allowed to tap them both in response to make Frost Breath Fizzle and allow the creatures to both untap during their untap step? Or would they still not untap? And would both effects of each creature go through? (The +1/+1 counter from Kraj and the damage from druid) or would they be different since the druids ability is a mana ability?? Also how does this work with lands? Would tapping your land in response to something like Chandra's Revolution make it be able to untap like normally? With each of these examples can you target something that's already tapped?
1 month ago
Looking at the deck I have a few criticisms. You have a lot of creatures doing different things, which can be bad in the end. For example, Champion of Rhonas ability to cheat cards in really foils the effect of Tyrant of Valakut Since the Surge cost is the effect you should be after with it. Other cards face similar issues Heart-Piercer Manticore isn't really worth adding to the deck since none of your creatures are expendable enough, asides from itself due to the Embalm effect. Naga Vitalist and Beastcaller Savant are both very useful manadorks but in this deck it doesn't really help as your mana spread is 2-4 drop ranges. It's useful, but not completely necessary. I would rather fit in x3 Channeler Initiates to fill instead. 2-drops that get bigger every time you dork. Sin Prodder seems to work against you. As you have no means of graveyard play to really make it shine. And as a result any opponent with decks with lifegain just stop you from having anything. Sylvan Advocate is not a card that helps your deck in any way. There is no Land Creatures in your deck. The 4/5 looks nice but as a late game drop it's not helping your game too much. Outland Boar isn't doing your deck much either. I would replace it with Greater Sandwurm It's pretty much the same card, it hits harder and you can cheat it in with Champion of Rhonas and if we think along those lines Oracle's Vault would be a great add with Lifecrafter's Bestiary to get to Scry the top of your Library to gauge what you'll cheat or if you're willing to deal with the exile if you can't afford. Voltaic Brawler doesn't work either. You're unable to supply it with more energy counters so it's really only effective for two turns. Not really worth it in my opinion.
You're going to need more Champion of Rhonas, Ahn-Crop Crasher (To stop blockers from your beatdowns), one more Glorybringer, and one more Soul-Scar Mage(it can synergize well with a large portion of your deck.)
Creatures of note that I recommend adding or looking into:
Combat Celebrant - It gets you another combat phase and untaps your already exerted creatures. Yay! So much aggro!
Aetherwind Basker may cost 7 but it has trample and gains Energy like mad. You could even run Voltaic Brawler if you want to use this creature, and you can cheat it in too! And You can frequently use Lightning Runners (if you want to add it) and its effect to great use. More combat phases means more hurting your opponent.
Lightning Runner as stated before.
Khenra Charioteer 3/3 3cost Trampler that gives trample to other creatures you control? I'd consider this one big time.
That was creatures. Now for Instants/Sorceries/Enchantments/Artifacts
Heart of Kiran isn't helping, you are forced to tap a creature to Crew it and as an aggro deck with so many large beasties, it's not much worth in your deck besides its very low cost and flying. Heck, there's not enough creatures you'd want to man the thing such as pilots who do things when they are tapped. I would go for some card cheating such as Oracle's Vault instead.
You're lacking a fair portion of Instants and Sorceries to make better use of Soul-Scar Mage But that's fine as you have a portion of creatures that deal damage to opponents creatures, But you want to take advantage of the mage through Instants and sorceries. Monstrous Onslaught, Chandra's Revolution, Hungry Flames, Furious Reprisal, Pyromancer's Assault, Devour in Flames, Boulder Salvo, Blazing Volley, more Sweltering Suns
I'd Run Blazing Volley since it does damage to each creature opponent controls. Paired with Soul-Scar Mage it would become devastating. Anything that Burns for 4 is the sweetspot for damage, as many newer creatures seem to have that much toughness. and it badly cripples any creature with higher toughness if Soul-Scar is out.
I would also look into finding more cards that untap creatures you control as it would really power up your game.
4 months ago
Tried the deck at a standard event at my local LGS, and ended up finishing a soul crushing 1-3. First opponent was Temur energy, splashing in white for the Saheeli Rai + Felidar Guardian combo. Lost 2-0, but after a wild finish in the second game as they where forced spend 11 energy to kill Consulate Dreadnought with a Harnessed Lightning, and then had to hard cast Ulamog, the Ceaseless Hunger. Lost 2-0 to another R/W vehicles, and 2-0 by a U/W control. Last round, won out against a B/G delirium. Fumigate is being placed in the sideboard in favor of 2 Built to Last and 1 Chandra's Revolution.
4 months ago
also, should invest in Wandering Fumarole and Spirebluff Canal. the Man-land is especially helpful as you can still use Aethersquall Ancient and then activate Fumarole after the bounce to connect more damage.
for a SB I'd consider things like Summary Dismissal and Disallow. Dismissal can stop a combo effect from firing by clearing triggers off the stack while Disallow can lock up Planeswalkers, Man-lands, triggered abilities ect. a single or pair of either would be helpful.
Also, you really should be using Harnessed Lightning if youa re using Energy as a main source, you can target a creature you don't want to do any damage t and just store the EEE for later use on your other consumers, meanwhile is an effective creature removal and can even get better in long games as you other producers can feed it more E to kill bigger things.
hope this was helpful
Fevered Visions is great in the mirror match as its hard to interact with, it keeps damage up and keeps you in card advantage.
4 months ago
sobektheblack Thanks for the comment! I am definitely going to get Shock in there, but if I took out the tempers, I would probably also get rid of the lightning axes, even though I really like that combo. I think i'd replace the axes with Chandra's Revolution.
5 months ago
Moving up the mana ramp, you have no one drops at all. I'd recommend 3-4 each of Toolcraft Exemplar and Thraben Inspector. Good both early and late game, generally. Maybe a few copies of Inventor's Apprentice.
Renegade Wheelsmith is a good way to open someone up for some damage. I would ditch Caught in the Brights, Hungry Flames, and probably Pia's Revolution in lieu of Harnessed Lightning and possibly Declaration in Stone/Stasis Snare as good removal. I would switch a copy of Kari Zev, Skyship Raider for a copy of Depala, Pilot Exemplar. 3 copies of a legendary is a good rule of thumb.
Boros colors are very strong in Standard right now, and what you have is the groundwork of a good deck. Happy building.
5 months ago
Thanks! That's always helpful, to see what you saw while building the deck, and see if there's anything else you pinpointed as strong along the way. Admittedly, this pool isn't the greatest, but one thing I really like about prereleases is you can make some really amazing decks out of what seems like the most hopeless pile.
I agree with your Red for sure...Kari Zev, Skyship Raider, Quicksmith Rebel, and Sweatworks Brawler are all strong pulls pushing you into the color, and the removal in Shock, Chandra's Revolution, and Destructive Tampering only help.
I see the appeal in the Black for more removal and evasion (and honestly, I did the same in my prerelease pool, after all...), but I feel like with the card pool you have, a bit of menace and Unlicensed Disintegration is not really enough to pull me in.
I think I would have attempted Green. Between providing energy to power your Territorial Gorger, and a Riparian Tiger (which, honestly, is better than most of the rares you can get out of the prerelease packs), those make for an excellent high end that can't be accidentally stymied by an artifact-light deck (as my Fen Hauler often was). Aside from all the energy cards, Scrounging Bandar is surprisingly good. I don't know how much use you got out of your vehicles in practice, but I feel like the Daredevil Dragster is good enough to include as well, if for nothing other than eliminating a few chumps and drawing some cards, maybe in place of the Irontread Crusher, depending on how many 3-power creatures you ended up with. Natural Obsolescence is actually worth considering in this format, given how common artifacts are.
One thing to look at in upcoming prereleases is the potential for a 3-color deck/a color splash. That depends on if there are a.) multicolor lands (none in this set) and b) other fixing (in this set Prophetic Prism and Renegade Map) in your pool. But here, we didn't really have that opportunity.