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Modern UR Prowess w/ Primer

Modern* Aggro Burn Primer UR (Izzet)

fanofhell


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I've adored Prowess as a mechanic since its inception. A couple years ago I used to play U/R Prowess in modern. I'm taking another pass at the deck as a more competent player and deckbuilder-- and accounting for Modern's current banlist.

This is my list from 2016-ish.

A lot of cards have remained the same. Burn's like that.

ARCHETYPE STAPLES: Cards that you can't run less than 4 of, or the deck is outright worse. These should be pretty self-explanatory card choices, and it gets them out of the way.

Lightning Bolt: It's a burn deck.

Monastery Swiftspear: The best Prowess creature ever printed.

Stormchaser Mage: A close runner-up.

Mutagenic Growth: Free spell that pumps. Effectively a pump + anthem effect for 2 life. We used to run Gitaxian Probe as well, pre-ban.

CREATURES: The backbone of the deck. 90% of your source of damage, and your biggest asset.

Delver of Secrets  : I wasn't actually very impressed by Delver in this deck, initially. He doesn't necessarily mesh with the theme, but we are playing a fast deck and we do run a lot of instants and sorceries. A turn 1 play you'll never feel bad about, he sets a fast clock, gets over blockers, and flips early and often with 26 cards to do it.

Nivix Cyclops: Why is this Cyclops, and not Kiln Fiend? The biggest reason is that this doesn't die to Bolt or a Revolt-less Fatal Push. No Kiln Fiend makes this deck a little less explosive, but I personally find it to be more resilient to removal. Cyclops is only at 2, since you don't wanna see him too often, and never want him in a starting hand.

SORCERIES: 100% Cantrips. Cheap gas that replaces itself, to let you windmill Prowess triggers.

Serum Visions: Not much to say here. Fantastic cantrip, format staple.

Slip Through Space: One of the best cards in this deck. It guarantees that you'll get in, and it draws you more gas.

INSTANTS: Most of your gas. These are your damage spells, your pump spells, and other utility. Some cantrips, as well.

Crimson Wisps: Makes something fast, triggers Prowess, then replaces itself. Most of the time it's not hastening anything, but when you need that Cyclops or Delver moving a turn faster, this gets the job done.

Titan's Strength: FANTASTIC pump spell. Gives you a huge buff in tandem with Prowess, affords (a small amount of) card advantage, and is instant speed. I used to use Rush of Adrenaline in this slot, but between 8 fliers and Slip Through Space, the Trample just isn't as good as everything this card does for you.

Izzet Charm: This card does everything. Protects you from removal spells, removes creatures, or loots in a pinch. The only reason it isn't at 4 is because UR isn't a great rate when you want as many spells slung as possible per turn.

MANABASE: The lands, and why they're being run.

Desolate Lighthouse: Colorless lands aren't ideal in this deck, but a 3 mana loot every turn can be the difference between seeing the last bit of gas you need, and losing.

Scalding Tarn: Fetchland. Gets you a coloured source untapped, and thins your deck.

Shivan Reef: Life doesn't matter much, since few people are going to outpace you. This is a good dual that's untapped 100% of the time. It can avoid hurting you, if necessary.

Spirebluff Canal: At best, an untapped dual at no downside. At its worst, a guildgate. I'm not in love with the fastlands, but they're nice to see early on.

Steam Vents: Shocklands. The only reason this isn't at 4 is because I think this deck does plenty of damage to itself, and fetch-shocking isn't something you want to be doing over and over.

SIDEBOARD: Tools for grindier matchups, or decks that pack a lot of removal.

Crash Through: Great for decks that go wide early. Lets you get past tokens and small blockers with ease. Also replaces itself. Useful as well in slower matchups where you find yourself running out of gas, and feel you need more cantrips.

Mana Leak: Counterspell. Lets you shut down things like removal. Mostly to be brought in against boardwipe-y decks.

Mizzium Skin: Powerful, flexible removal protection.

Open Into Wonder: Another card for go-wide decks. Great finisher, helps you get in, and it refills your hand. Connecting with a board full of cards buffed by this almost certainly ends the game, and at worst it breaks board parity.

Remand: Counterspell. Delays boardwipes or big threats. Buys you a free turn if you place it well.

Skullcrack: Your anti-anti-burn/aggro card. Most decks will side in some form of lifegain against you. Deny them that, then hurt them for trying.

STRATEGY: How to play the deck.

Prowess is a really straightforward archetype to play. You put creatures down, pump them by casting cantrips and racking up card advantage, then turn them sideways. The biggest things to learn are when you want to extend further for lethal, or hang back and avoid blowouts. That knowledge mostly comes with experience. The biggest thing to note is to try to save your 'free' spells (Mutagenic Growth) for when you have a board of 2-3 creatures, as you'll get more mileage out of them. Otherwise, just go as fast as possible, and avoid blowing all your resources at once.

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

14 - 0 Rares

14 - 8 Uncommons

26 - 7 Commons

Cards 60
Avg. CMC 1.25
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