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I am absolutely blown away with the camaraderie and the spirit of community here at TAPPED OUT.. You can take a mediocre idea of a deck and with the kindness of people lending their time to playtest and input make it one that is decent and playable .
Again I will reiterate, this deck is not one you should bring into competitive tournaments (I sure won't bring it in my tournament play! ) but it is the type of deck that drew a lot of us initially into MAGIC. A fun, cross your fingers type of combo that make you "giggle like a girl when it hits" deck . Because its not about how you crushed everybody in your FNM or how you're trying to build a deck with all your of Jace's version with your apha lands.A lot of people do forget that MAGIC is still played in a lot of school benches, homes table tops and where ever mats can be laid down and that the most fun memory you have is when you discuss the 'what if' combinations with friends. That is what this community is all about , this deck is a product of all those people making 'what if ' comments and encouragements. Its a hundred times better than when first devised it. There are a lot of games it loses miserably but now it does win. And when it wins, it wins in an absolutely epic fashion. For that I absolutely thank you guys. I hope I can still count on you to help me in my future builds. Happy playing!
I playtested this deck a few times against a multitude of decks. I found that mizzium skin isn't too useful, personally I would take it out to add in an extra izzet charm, brimstone volley, and/or and additional dissipate or annihilating fire. Also, I would find a way to lower the deck total to sixty by removing the annihilating fire or dissipate. Overall, it's a very fun deck to play, I might consider playing my own version of it for my local FNMs.
Thanks for all the people who took the time to look and comment on the build. Truly appreciated.
The Epic Experiment is like an extra 3-4 cards in your hand plus another extra 12 mana that is magically given to you whenever you cast it. I love it.
I have tried Rolling Temblor mainboard (still in side) but I found out that what the deck needs ( which is true of all burn decks) is fast in your face damage otherwise you run out. Flames of the Firebrand affords this damage while having the choice of redirecting to creatures if need be.
Sadly the Goblin Electromancer s have been long gone in this deck as I found that his mana discount is not as needed as I thought. I just made way for more spells. The Cackling Counterpart is an excellent idea for copying the guttersnipes though . I will tinker with that.
Thanks for reminding me to edit. The Mizzium Skin s have been never been effective and found that the 3cmc cost of the Dissipate was too high of mana to keep open. I have actually been playing without those cards for a few weeks now and have replaced them with more burn spells in the real deck. If you ever decide to publish your epic deck I would love to see it . I've had lots of fun with the deck but I would like to see others take on it especially if you can make it as more of an FNM competitive deck.
I try to avoid any spells with X casting cost because they will deal very little damage when I use the Epic Experiment early to mid game.
I see your point about theEpic Experiment and theIzzet Charm but the experiment runs 4 for consistency and the izzet charm replaces all the counter spells to keep theBlistercoil Weird , Guttersnipe or epic spell protected. The waste is a calculated risk in the deck but I will take your suggestion and see if ratios can be altered.
Just an FYI, Dual Casting does not let you cast the card again. It simply lets you put a copy of the spell onto the stack, thus not triggering either Guttersnipe or Blistercoil Weird. The card still has some synergy with the deck, but it makes it much weaker with your only 8 creatures and less value.
Thanks for your comment.
As previously discussed (there has been 74 comments on the stack thus I had to erase the most of it , including past discussions of this topic), I am well aware that the Dual Casting spells does not trigger either Guttersnipe or Blistercoil Weird (That would be too greedy). I have only used the spells that were CAST by the Epic Experiment to burn (with guttersnipe) then untap the weird and be able to tap again for Dual Casting .
Lets say in a most 'perfect' situation I have a Guttersnipe and Blistercoil Weird that has Dual Casting on it already out. I then cast an Epic Experiment for X=3 and pull out Pillar of Flame ,Izzet Charm and Flames of the Firebrand . I CAST the first spell, tap, copy it with the weird , then I CAST another one thus untapping the weird enabling me to use Dual Casting again to copy the second and then repeat the same again on the last spell. In the end I've cast 4 spells (including the experiment), the Guttersnipe has done his damage and the weird buffed... Whew!
Also the reason for a low creature count is for consistency to be able to pull just the 'essentials' to make it work. More room for instant and sorcery spells (all of which is less than 3 cmc) and LESS chance for a non damaging spell. It is also important to note that you don't really need a weird laced with the dual cast to be able to burn a high amount of damage. An experiment cast on its own , preferentially with a snipe out can do that quite efficiently on its own.