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Swingers and Flingers feat. Drake

Standard* Midrange Tempo UR (Izzet)

paigr


Sideboard


Maybeboard


A U/R Prowess deck, with Fling as an additional win-con; feedback is much appreciated.


Strategy

Put out some early prowess threats, then start casting spells to chip away at your opponent's life-total and boost your later creatures. You've got a card-draw package to find Fling and its targets, as well as a counter-magic package to protect the creatures and stop your opponent from disrupting the combo. There are also some number of other burn spells to keep the board clear, or push for that extra bit of damage.


Cards

Mainboard

Threats

  • 4x Soul-Scar Mage : A nice early creature to get in for a bit of damage; works well with burn spells to wither pesky creatures.
  • 3x Stormchaser Mage : Another beater, this time with haste and evasion; the extra toughness also lets it survive Sweltering Suns.
  • 3x Enigma Drake : A huge threat in the late game; removal magnet, but you've got Fling and counter-magic.
  • 2x Cryptic Serpent : An excellent Fling target; getting it out for 4 mana is already really good.
  • 2x Bedlam Reveler : Re-fuels your hand in the late game; is also an additional prowess beater.

Burn

  • 3x Fling : A high-risk, high-reward burn spell; use this to win the game.
  • 4x Shock : Your bread-and-butter burn spell in the format; don't be afraid to send it upstairs, getting a spell in the yard can be a good enough reason.
  • 2x Incendiary Flow : Expensive, but flexible; handy when you need to exile something or reach for those last points of damage.
  • 1x Collective Defiance : A bit of spice; can use it to dump a dead hand, which fills the yard, and dish out a bit of damage.
  • 2x Sweltering Suns : A board clear with cycling; cycling 3 is a bit steep, but good enough to run 2.

Counter-magic

  • 4x Censor : A useful early game counter spell that can be cycled when drawn late; cycling for 1 and putting an instant in the yard is no joke.
  • 2x Dispel : Mainly used to back up a Fling; can also protect your threats against instant speed removal.
  • 1x Negate : To shore up against main phase shenanigans; also decent alternative to Dispel in a pinch.

Card-draw

  • 4x Anticipate : A nice cheap draw spell with pseudo-scry; something to do with held up mana, but can also trigger prowess during combat.
  • 2x Hieroglyphic Illumination : To re-fuel in the late-game; the cycling for 1 is what makes this really good.

Lands

  • 4x Wandering Fumarole : A mini-threat; can be a swing and Fling target to deal 8 damage with 6 other lands.
  • 4x Spirebluff Canal : A lower land count makes this card particularly effective in this deck.
  • 1x Highland Lake : Play one to make sure you can cast those gold cards.
  • 7x Mountain, 5x Island : Lean towards red; you don't need to hold up much blue, but you do need a lot of red to chain burn with prowess.

Sideboard

vs Control

vs Aggro

Utility


Matchups

Coming soon, probably.

Suggestions

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Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

17 - 7 Rares

13 - 2 Uncommons

18 - 6 Commons

Cards 60
Avg. CMC 2.56
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