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Light Up the Night ver. 4.5.3 Stub

Commander / EDH UBR (Grixis)

Scarlet_Belvedere


Maybeboard


Based on the cEDH version I made not long ago ([cEDH Burn] Light Up the Night). This is the version I'm more likely to use in my playgroup, as blowing a small college loan on a deck is something I'm not currently in a mood to do, even if I'm not actually in college.

Admittedly, I'm sad by the lack of new toys in War of the Spark for this kind of deck. There was God-Eternal Kefnet , but Idk where I'd fit it to be honest. Oh well. At least Ral still has my back.

(Kefnet might go in over Ral. Logically, that might be better, but I also self-identify as an Izzet guildmage, so I'm reluctant to drop him. I also own a copy of Ral, and its not like Ral has double Blue in the CMC. But then again, Kefnet never truly dies... dammit, I don't know.)

In translating the cEDH deck to non-cEDH, one of my main goals was keeping the CMC average almost as low as the cEDH version. I knew it'd wind up being higher no matter what route I took - not having 0-drop mana rocks will do that - so it was a matter of mitigating the inevitable. In past versions of the deck, I feel a large hindrance lied in the usually-above-3.0 average CMCs. Lower average CMC = faster playing.

I decided in this version that every burn spell in the deck needs to be able to hit all opponents and/or creature on the field (whether or not mine are affected is usually out of the question) for the sake of space and mana efficiency. There are, however, exceptions:

  • Electrodominance gets away with it because I can cast into something else. An excellent touch with the other storm-like and replication effects in the deck.

  • Banefire is uncounterable after a point, and almost a must in a burn deck.

  • Skullcrack gets used more as a tech for when I want to ensure damage is dealt; consider it insurance for winning.

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Casual

91% Competitive