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Fireball deals X damage divided evenly, rounded down, among any number of target creatures and/or players.
Fireball costs {{1}} more to cast for each target beyond the first.
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There's four main archetypes in Magic: aggro, combo, control, and midrange. From there, they break down into decks based on format pillars and/or colors.
Aggro: Aggro is short for "aggressive" and tries to win the game by getting an opponent from 20 to zero as fast as possible, usually through creatures and burn spells. Aggro decks play low casting cost cards so they can beat the opponent before they have a chance to take over the game. Examples of aggro decks include: white weenie (mono-white with lots of small creatures), burn, and zombies.
Control: Control isn't so much about winning the game as it is making the opponent lose. Control decks stall long enough for them to generate large amounts of card advantage (by drawing cards or trading resources) before putting themselves in a position where it's impossible for the opponent to win. Once they've secured victory through countermagic, creature destruction, etc. they win the game. Examples include: Brian Weissman's The Deck (the first deck to win the world championship), Mega-Permission (a deck that uses around 20 lands, 39 Counterspell s, and a single creature), land destruction, and American Flash.
Midrange: Midrange uses creatures to win the game, but unlike aggro, its creatures are large and powerful. Early game, it ramps up its spells with cards like Mishra's Workshop or Farseek , while stalling its opponent with removal. Once it has mana set up, it plays large creatures that are difficult to deal with, like Thragtusk or Terastodon . Examples of Midrange include: MUD (a deck named for playing lots of artifacts), Urzatron (uses Urza's Mine , Urza's Power Plant , and Urza's Tower to ramp into huge creatures by turn three or four), and Jund Midrange.
Combo: Combo decks seek to abuse an interaction between two or more specific cards to win the game, then do everything they can to play those specific cards while protecting them. One of the most well-known combos is Channel + Fireball , which could kill a person on turn one. The first combo deck was Mike Long's Prosperous Bloom (I used to own a Legacy version). Combo decks can win out of nowhere once they've assembled all of their pieces, and the combo itself can be difficult to stop. Examples include: Human Reanimator (uses Angel of Glory's Rise with Unburial Rites to dump a bunch of humans into play for free), Pyromancer Ascension , and One/Two-land Goblin Charbelcher .
Each format (Standard, Modern, Legacy, Vintage, Commander, Pauper, Draft, Sealed) has what's known as "pillars." These are said to be the most powerful cards in their respective format. Each competitive deck is usually built around a pillar. Some example pillars from Standard are Sphinx's Revelation , Unburial Rites , and Huntmaster of the Fells Flip . Decks built around a pillar can fall into different categories. One person's deck built around Unburial Rites may be more of a midrange/control deck, while another person's is more of a combo deck.
Decks are usually named based on their pillar, archetype, or their colors (Bant Hexproof, Jund Midrange, etc.)
Tariel, Reckoner of Souls EDH
I'm really liking this deck, but I think it screams for Life's Finale
and Illusionist's Bracers
, esp w/ all of your activated creature abilities. And maybe Ashnod's Altar
, which, in conjunction with Thornbite Staff
could net you infinite colorless mana for one big Fireball
or Comet Storm
.
First Deck
-1 Mind Sculpt , +1 Fireball .
Mind sculpt doesn't do a whole lot, and fireball can be a good finisher.
+1, cool deck.
I will start by saying that I am still new to EDH but heres what I see, or should i say dont see in your deck. A strong win con. I know you said you dont want to do the whole infinite draw/damage thing, but thats the reason people use Niv. That aside i will make some suggestions per your description.
Man-o'-War
> AEther Adept
2U instead of 1UU
Compulsion
> Mental Discipline
Deadeye Navigator
+ Palinchron
/Peregrine Drake
= infinite mana
Infinite mana + Kaervek's Torch
/Fireball
/Red Sun's Zenith
or any other X spell= a win con that is not infinite draw.
Infinite mana + Blue Sun's Zenith
= your entire library in your hand and mana left over to cast everything
Tandem Lookout
/Curiosity
+ tims= 1 damage and a card. And can be used for the infinite combo with Niv just becuase its Niv and you gotta have the combo, even if you dont use it (much).
Im not a fan of Runewing
or Kingfisher
4cmc for a 2/2 flyer just inst worth it to me, even if it does give me a card IF it dies.
Definitely add more X burn and maybe some higher quality creatures. But again I am a noob so everything I think may just be foolishness. I hope this helps you. +1 for the deck, because Im a fan of Niv and Im a fan of doing things that arent the norm.
Oh, and before someone tries to say I hate red or something, all of red's mana ramp instants & sorceries + Wort, the Raidmother = awesome (and by awesome, I mean a very, very deadly Fireball or Volcanic Geyser )
So, if I'm understand correctly... with the aforementioned cards in play, a 10 point Fireball
would hit for 80 damage? Like so:
Infinite Mana Combo(A Myr deck that does not suck)
Jk. Needs 4 Rugged Prairie , Devil's Play over Fireball , and Tempered Steel as a good pump over the Red Sun's Zenith , that one is a bit excessive.
Hmm, this is a tough one. I almost leapt for the Firemane Avenger , but I am not so sure.Also just to clarify, the way drafts SHOULD be played, if you want success, which I am sure we do, is like this. Going from want you want, to what you don't.
Bombs (ALWAYS take the bomb. That rule almost always applies. That's why I think we should've taken the Skarrg Goliath )
Removal (2nd best in Limited. I.e stuff like Ultimate Price )
Evasion (Stuff with Flying and what-not.)
Everything Else (Everything that oes not fall under the 1st 3 categories. There ARE some exceptions however.)
While Firemane Avenger , is good, it isn't quite a bomb. Yes, it can be a Lightning Helix on a stick, this more falls between the 2nd and 3rd category, and the fact that it only has 3 power, doesn't quite make a bomb.
Yes, Clan Defiance is in the 4th category. You could argue that it is removal, but that's what makes it better. It's the versatility of this card that makes it so amazing. Fireball s (X burn spells) have always been good in limited.
| Color(s) | R |
| Cost | XR |
| Converted cost | 1 |
| Avg. draft pick | 3.01 |
| Avg. cube pick | 4.74 |
| Format | Legality |
| Heirloom | Legal |
| Extended | Legal |
| Legacy | Legal |
| Vintage | Legal |
| Commander / EDH | Legal |
| Modern | Legal |
| Pauper | Legal |
| Set | Rarity |
| 2012 Core Set | Uncommon |
| 2011 Core Set | Uncommon |
| Archenemy | Uncommon |
| 2010 Core Set | Uncommon |
| Darksteel | Uncommon |
| Fifth Edition | Common |
| Fourth Edition | Common |
| Revised Edition | Common |
| Unlimited Edition | Common |
| Limited Edition Beta | Common |
| Limited Edition Alpha | Common |
| Duel Decks: Jace vs. Chandra | Uncommon |
| Premium Deck Series: Fire and Lightning | Uncommon |