Sideboard

Artifact (2)

Planeswalker (1)

Creature (4)


Maybeboard


This is my burn/permission (sometimes known as "control burn") deck for Standard (RTR, GTC, DGM, M14, THS, BNG, JOU, M15).


Premise

The deck's basic strategic aims are the following:

  • To keep the opponent's board clear of threats using a combination of burn spells and countermagic.

  • To deliver damage to the opponent using creatures during the mid-game, resorting to burn spells to finish opponents in the late-game.

  • To take advantage of creature synergies to enhance offensive and defensive capabilities and reduce the cost of instants and sorceries.

  • To maintain card advantage and draw efficiency via scry mechanics and draw engines.

  • To maintain control of the stack against opponents using spell-heavy decks.


Mainboard

Creatures

  • Goblin Electromancer: Speeds up the deck and gives us a 2/2 body to swing with while we keep the opponent's board clear. Helps pay for overload costs and powers up Epic Experiment. Essential.

  • Young Pyromancer: Not as good for speedy burn decks, but has great potential in this midrange environment. Its ability to produce elemental tokens is very reliable in the deck and adds to both offense and defense. Especially effective when played early in the game.

  • Mutavault: Difficult to remove. A 2/2 body to swing with for one mana every turn. Can block if needed.

Countermagic/Control

  • Counterflux: An excellent, if stringently-costed, counterspell. Is especially useful in the control matchup. Great to hold in reserve for critical plays that you absolutely cannot permit.

  • Cyclonic Rift: Bounces dangerous permanents your opponents control. Late-game applications allow for a semi-temporary, one-sided board sweep. A very potent anti-token card.

  • Dissolve: Standard counterspell that helps with draw efficiency. Can be made cheaper via Goblin Electromancer.

  • Essence Scatter: A quick anti-creature counter. Swap with Negate from the sideboard for control and spell-heavy matchups.

  • Izzet Charm: Fast and versatile. Its countermagic mode is a nice stand-in for Negate.

Burn

  • Lightning Strike: Standard's current Lightning Bolt, functional reprint of Searing Spear. A workhorse in the deck.

  • Magma Jet: Combination burn and scry engine. Helps ensure draw efficiency, especially in the opening turns.

  • Mizzium Mortars: Potent and mana-efficient anti-creature burn. Mid- to late-game applications allow for one-sided board sweeps. Handles single large threats or groups of them. Versatile throughout the game.

  • Turn / Burn: Handles large threats. Very cheap to fuse when Goblin Electromancer is on the field. Turn can be a combat trick, and Burn can be a stand-in for Shock when appropriate. Can fry a God when fused. Doesn't care about protection from red.

  • Izzet Charm: Second mode burns small creatures or finishes off large ones.

Draw Engines

  • Uncovered Clues: Underrated draw engine for spell-heavy decks. For the same cost of Divination, it digs four cards deep and allows you to select two instants and/or sorceries. Helps break up land clumps and cycle the deck.

  • Jace, Architect of Thought: His +1 slows down creature-based opposition, which is useful. His -2 is excellent for card advantage and deck cycling. His ultimate is rarely-seen but is a significant threat. As a planeswalker, Jace will give opponents something else to target with their offense.

  • Izzet Charm: The final mode is especially useful in the late-game for exchanging useless land cards for something better.


Epic Experiment

The dark horse of the deck and the late-game bomb. When your mana pool is of sufficient size, Epic Experiment has the potential to devastate your opponent, especially when you have a Young Pyromancer or two in play. It is worthy of a rare one-of slot in this deck, since it really can turn things around in the late-game (this deck possesses the staying power to reach that stage reliably). It all comes down to playing it carefully, at a time at which you're confident that the odds of pulling a good number of instants and sorceries is reasonably high. It can win games, but boarding any more than one invites a greater possibility that it will come up as a dead draw in the opening turns.


Sideboard

  • Chandra's Phoenix: Fast and highly recyclable airborne threat that excels in control and burn matchups.

  • Anger of the Gods: A fast board sweep that denies reanimation. Excellent against crowds of tokens or mana dorks. Halts early aggro rush in the opening turns.

  • Pithing Needle: A Game 2 card that answers enemy planeswalkers or threats like AEtherling. Good in the control matchup.

  • Mizzium Mortars: Two more copies to assist against opponents who play large creatures. When combined with other low-cost burns, it is a viable tool for dispatching a Mistcutter Hydra.

  • Negate: To be swapped out for Essence Scatter for spell-heavy opponents and control matchups.

  • Counterflux: An extra copy for slower opponents. Excellent for the mirror and control matchups.

  • Ral Zarek: A solid threat against control and midrange decks. The ability to 'Bolt a couple of times is notable, as is his tap/untap ability. His ultimate can be devastating.


Matchups

(under construction)

Here's my breakdown of the matchups with several of the top deck archetypes in today's Standard environment.

Azorius/Esper Control

The matchup against the (in)famous UWx Control archetype actually isn't quite as bad as it would initially seem. We have a lot of good tools for beating it. As for many of our matchups, our success will often hinge upon well-timed countermagic plays. The control mainstays of UWx Control are Supreme Verdict, Detention Sphere, and Sphinx's Revelation. We won't rely too much on creatures, especially post-sideboard, so Supreme Verdict isn't such a problem, even though it can't be countered. Detention Sphere isn't too great a problem either, for the same reason. What we are truly concerned about is Sphinx's Revelation. We absolutely must maintain card advantage in this matchup. Counterflux it. Endgame copies of Elspeth, Sun's Champion, Jace, Architect of Thought/Jace, Memory Adept, AEtherling, or Archangel of Thune are also problems. We will want to burn our opponent to death before those drop (we also have Pithing Needle for planeswalkers). We will also ideally have countermagic saved for such plays. It is important to read the opponent's untapped mana, because UWx packs its own suite of counterspells. In Game 2, we should expect the opponent to switch from control to midrange, possibly boarding in Obzedat, Ghost Council and Blood Baron of Vizkopa to compliment their threats. Mizzium Mortars will be great against the latter, while we will really want to counter the former (Turn / Burn is also a great answer for Obzedat). If we stay ahead in cards and prevent the opponent from drawing cards and gaining life too often, it should be a competitive matchup. Play around Supreme Verdict and Detention Sphere, swinging when possible but relying primarily on burns to achieve the win. Here's what I recommend for sideboard changes:

Mono-Black Devotion

This is a really tough one. Typical MBD decks have at least ten removal spells mainboarded and usually another four to six on the side (although you don't need to worry about Dark Betrayal, and Ultimate Price can't target Goblin Electromancer or Mutavault). Your creatures will be under constant threat, so play them conservatively. Counter any draw engines (like Underworld Connections) and keep Essence Scatter in reserve for Desecration Demon (a fused Turn / Burn will also work). Burn every Pack Rat immediately. Keep the opponent's devotion down. This way, Gray Merchant of Asphodel won't be nearly as devastating in the event that you cannot counter him. On Game 2, your opponent will side Duress in to compliment Thoughtseize. Hand disruption is the most difficult part of the matchup. Play aggressively in the face of this tactic, and don't leave your opponent with much to deprive you of. Here's what I recommend for sideboard changes:

Mono-Blue Devotion

This is an interesting matchup. Your creatures are relatively safe from spells, since top MUD decks usually only run four Rapid Hybridization and a pair of Dissolve on the sideboard (though I've noticed that some MUD decks splash white for Detention Sphere too). The big bomb that you must reserve a Counterflux for is Master of Waves. He cannot be burned once he enters the field, and he brings a good deal of offense with him. Use your burn spells in the opening game to reduce the opponent's devotion to avoid making this a problem. Thassa, God of the Sea, is also a very good spell to save your countermagic for. Be aware that in Game 2, your opponent will likely side in some combination of Dispel, Negate, Gainsay, and/or Dissolve to disrupt your spell-heavy strategy. Judge's Familiar will also slow you down. It will be a contentious matchup, since you will both often have answers for the other's threats. Card advantage is a huge deciding factor. Here's what I recommend for sideboard changes:

Red/Green or Jund Monsters

Speedy anti-creature plays will help you establish dominance in this matchup. Wiping out mana dorks and creatures that give devotion to Nykthos, Shrine to Nyx will fatally slow a Monsters deck in the opening game. This should be your objective. You will certainly see Mistcutter Hydra sided in for the remaining games, and possibly Skylasher too. Mizzium Mortars and Anger of the Gods are your best friends here. If the opponent is able to make a lot of mana, have your countermagic ready to prevent any huge bombs like Stormbreath Dragon from dropping. There is no way to make this an easy matchup. Here's what I recommend for sideboard changes:

Naya Hexproof

This is a fun matchup. It's a shame we don't have room in our sideboard for Electrickery. Gladecover Scout, Witchstalker, Bassara Tower Archer, and Fleecemane Lion are the biggest threats here. Watch out for Fiendslayer Paladin, since he dodges most of your removal. Mistcutter Hydra will likely be a sideboard factor too. Additional hexproofing might hit the board via Alpha Authority or Domri Rade. The biggest threats will emerge when a hexproof creature gets Ethereal Armor, Madcap Skills, or Unflinching Courage. You need to counter these plays or sweep their targets off of the board before your opponent can get the mana for them. Board sweeps are your best friend in these games. Beware, however, of Boros Charm, as it can punish you for tapping out for a sweep. Make sure you have a counter in reserve before sweeping. If possible, burn the opponent's creatures before they can gain hexproof (if they don't have it already, i.e. Fleecemane Lion). Usually, though, your burns will be directly targeting your opponent, since they usually won't have any other targets. Your best bet is to open the game with counters for the opposing hexproof creatures, stalling for a safe board sweep. Once your opponent's hand has been exhausted, the balance should swing in your favor. Naya Hexproof usually won't run draw mechanics, so once you get ahead, you'll stay there. Swing with your creatures and burn out the opponent for the win. Here's what I recommend for sideboard changes:

Weenies Aggro (Orzhov/Mono-White/Boros)

This is a favorable matchup. Burn their creatures. Bounce them to shake off enchantments like Madcap Skills, Ethereal Armor, and Gift of Orzhova. Counter the dangerous ones like Brimaz, King of Oreskos and Fiendslayer Paladin. I don't recommend any immediate sideboard changes, since the mainboard will pretty well cover your needs. If Elspeth, Sun's Champion is becoming an issue, slot in a Pithing Needle or two. If you feel that you're becoming swarmed, Anger of the Gods or an extra Mizzium Mortars might be a good idea. Ral Zarek might be a decent side-in for the extra removal. He can also give pseudo-vigilance to one of your creatures, which can help you tighten the noose toward the later stages of the game.

Rakdos Aggro

This is similar to the weenies matchup. Plenty of small, fast creatures with unleash will be coming your way. Your opponent will likely board some burn spells as well, probably Lightning Strike and/or Searing Blood. The strategy here should be essentially the same as your strategy for weenies. If your opponent is getting too many creatures out for you to burn, you may wish to board in Anger of the Gods. If a Desecration Demon is played, counter it or fry it with Turn / Burn. Your mainboard should be sufficient for most matches.

Boros Burn

In many respects, this will feel like a mirror match. However, it is not. Typical Boros Burn lists will have a creature base consisting of Chandra's Phoenix and Ash Zealot (sometimes Mutavault will be part of their mana bases, too). Chandra's Phoenix will be a problem since it's so easy to bring back. You probably won't be able to block all of the opposing burn spells coming at you. Your strategy should be to whittle down the opponent's hand and weather what spells you can. Keep the board as clear as possible, and deal with anything that generates card advantage, such as Chandra, Pyromaster. The victor of this match will usually be the player who played the most cards (obvious, I know, but worth mentioning). Use your health and countermagic judiciously. Your biggest challenge is resource management. In Game 2, Boros Reckoner will likely be boarded in. He's literally a pain to burn, and he'll smash all of your creatures in combat. Aside from Turn / Burn, the best answer is to counter him, as he's easily the most threatening permanent you'll face in this matchup. With Boros Reckoner off of the board, this will be a fairly even matchup as long as you keep pace with your opponent and maintain a good balance of burns and countermagic. Here's what I recommend for sideboard changes:

  • -2x Essence Scatter, +2x Negate: You'll want some extra shielding against all the burn spells aimed at you. Searing Blood especially hurts when it's aimed at one of your creatures.

  • -2x Mizzium Mortars, -1x Cyclonic Rift, +3x Anger of the Gods: One of your only ways of keeping that enemy Chandra's Phoenix dead for good.

  • -2x Cyclonic Rift, +2 Chandra's Phoenix: Bring your own copies in to harass the enemy and give you blockers. Gives nice card advantage due to its reanimation. You won't miss Cyclonic Rift here, since there aren't many targets for it in this matchup.

  • -1x Goblin Electromancer, +1x Ral Zarek: Another Planeswalker to help you apply extra pressure. He can come out and 'Bolt and invite the opponent to waste a burn on him (which you might even be able to counter), or, if your opponent doesn't have many cards in hand, apply pressure by building up to his ultimate. A useful singleton here.

Suggestions

Updates Add

Well, I've learned a lot of lessons. After a lengthy period of agonized indecision, I had to cut out Guttersnipe, despite the fact that he is amazing. I had to increase the land count to 22, adding a playset of Mutavault that is quickly becoming a requirement for competitive standard. The sideboard has been rounded out. I will play the deck with this board and we will see how it works. Thanks to everyone for their kind suggestions and counsel. I'll be sure to make an FNM update when I get an opportunity to do so.

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Revision 22 See all

(8 years ago)

Date added 10 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

3 - 1 Mythic Rares

17 - 12 Rares

14 - 0 Uncommons

14 - 2 Commons

Cards 60
Avg. CMC 2.50
Tokens Elemental 1/1 R
Folders build it, Retired Standard Decks
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