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G/B/R Energy Spells (Advice please)

Standard BRGW

Murasaki42


Sideboard


This was the most synergy I could find to shove into a deck... Welcome to Deathly Nature Spells!

The point of the deck is gain massive energy to fuel spells, Longtusk Cub and Dynavolt Tower.

Deeproot Champion grows really fast in this deck as there are TONs of non-creature spells...especially with Winding Constrictor helping out. Longtusk Cub acts as a major energy sink as needed vs using Dynavolt Towers (also boosted by Winding Constrictor. This gives flexibility on how to move forward against the other player. Making sure you only activate the Cub once and making the other player consider if they want to react can be important. If you pump it up a lot all at once they are more likely to jump on an instant speed removal in response before it grows. This gives you two potentially very powerful creatures very quickly.

Between the energy spells, Dynavolt Tower and Winding Constrictor this deck gains TONS of energy once you are in mid game and insane energy in late game if they other player hasn't slowed you down. Many of the spells are removal, and it is important to control the field and card advantage at all times. Dynavolt Tower quickly lets you catch up on card advantage as one tower can kill multiple creatures over the game not to mention fueling energy to make Die Young and Harnessed Lightning both much more powerful.

The deck has answers in main and sideboard for Hexproof and indestructible creatures. It also has Struggle / Survive to help against grave yard dependent decks. Claim / Fame helps keep up against certain decks as casting Claim and then Fame triggers things twice and then you have potentially a fair bit of energy and counters and a hasted creature.

Driven / Despair and Live Fast both help further the card advantage that works so well in decks with lots of creature removal.

So what do you think? Also, advice would be great. I created this with the meta of my local FNM in mind. A lot of the cards would shift depending on what threats I need to answer.

Please upvote and comment....or contract? -Kyubey

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Revision 2 See all

(6 years ago)

+3 Abrade main
+2 Chandra, Torch of Defiance main
-4 Claim / Fame side
+1 Consulate Surveillance main
-4 Deeproot Champion main
-1 Die Young main
-2 Doomfall side
-4 Driven / Despair side
-2 Evolving Wilds main
-2 Fatal Push side
+1 Forest main
+2 Harsh Scrutiny side
+2 Heartless Pillage side
-4 Highspire Infusion main
+1 Hour of Devastation side
-4 Hour of Glory side
-1 Live Fast main
-2 Longtusk Cub main
-4 Never / Return side
+2 Primal Amulet  Flip main
and 23 other change(s)
Date added 6 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

17 - 3 Rares

19 - 8 Uncommons

15 - 4 Commons

Cards 60
Avg. CMC 2.62
Tokens Emblem Chandra, Torch of Defiance, Treasure
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