Sideboard


Maybeboard


The Deck

This is an aggressive combo deck that uses your life and graveyard as resources. A variant of Izzet Blitz/Suicide Bloo, the primary goal is to play Kiln Fiend or Thing in the Ice   turn two/three and swing for lethal turn three/four. Snapcaster Mage offers support/card advantage, while Enigma Drake and Bedlam Reveler are plan b (note: Enigma Drake is always three cmc and can be great in an opening hand, whereas Bedlam Reveler is there to bail you out after you've put all your spells into the graveyard). Once you have your beater, combo off using the myriad of 'free' or cheap spells, and swing for lethal with either double strike and trample, or protection.

Manabase

Land is always the most important component in a deck, but the low cmc and 'free' spells allow you to run fewer than most. While it's crucial to be able to play your two drop creatures early, getting a third land by turn three is not always necessary to combo off. In this deck, I run a little green in case my health gets too low to pay 2 life for phyrexian mana, or for when I sideboard Ancient Grudge and Destructive Revelry. One thing to remember is that Noxious Revival can be used to return fetch lands, serving as an extra land in a pinch.

The Combo

This deck isn't a 'combo' deck by the normal definition, but being able to identify the right combination of spells in order to win turn three with a 12/4 Kiln Fiend with Double Strike and Trample is something I think noteworthy. In general, the biggest worry when playing this deck is card advantage and removal, as it doesn't have the best top decking win conditions. With that in mind, it's important to be able to identify when a "combo off" makes sense, or when its smarter to play the long game.

  1. Temur Battle Rage - The crux. It's capable of making any attack lethal when played with pretty much any other spell on your fiend, especially when playing against a deck with lots of shocks and fetches.
  2. Manamorphose - Essentially a 'free' spell once it resolves, the most important things to keep in mind when playing this card is whether your opponent has a counterspell like Spell Snare, and what mana you're going to produce before drawing. It can also be played as a last ditch attempt to find some protection in sticky situations.
  3. Mutagenic Growth - Paying two life is a pretty cheap price for pumping a fiend up 5/2. Not only does this enable the lethal combo, but it can be used to dodge bolt and keep your glass cannon alive. This card combined with TBR on a Fiend deals 18 damage, which either puts your opponents within bolt range, or kills them outright with enough shocks and fetches.
  4. Noxious Revival - The last remaining 'free' card, this can be used to set up your draws/cantrips, grab a fetch in a low land hand, or grab an important creature that's been killed. However, you don't want too many of these in your hand, especially to open the game.
  5. Protection/Permission - Apostle's Blessing makes its way into the main deck, which can provide protection from removal, including Abrupt Decay, or slip your creatures past your opponents defenses. Stubborn Denial is the only other way to protect your creatures, but it can also be used to disrupt your opponents strategy against decks with little removal. Even Spell Snare can make its way from the sideboard if you're playing against a deck with lots of Terminate.

I'm always looking for suggestions!

Latest Updates/Sideboard/Notes

  1. Put my Stubborn Denial in the board and put in the other blessing because it isn't as useless as denial against swarm creature decks, like humans, elves, merfolk, etc. I've also completely removed Monastery Swiftspear as I don't think they add any value to the deck, and gearing this towards beating midrange decks is more important. I rarely feel like MS is a good play at this point where the meta is, and I'm happy throwing a land back in to support the adjusted curve. The land went in the place of a Noxious Revival and I just threw the other in the board for now.
  2. I've added Relic of Progenitus over Ravenous Trap and Grafdigger's Cage in order to hit dredge, control, Tarmogoyf, and GDS simultaneously.
  3. I was hesitant to take out my sweeper in Anger of the Gods, as it can be very effective against swarm decks. However, I feel as if Sudden Shock is better because of its ability to hit before triggers take effect from the stack, hurting the Martyr Proc, Infect, and more. You can still kill a mana dork, kill some tribal creatures before a lord enters, but also for certain kill a creature threatening a pump spell.
  4. Martyr Proc is also the reason for Destructive Revelry, as players tend to rely heavily on Ghostly Prison and Runed Halo for games two and three.
  5. The most damage I've ever dealt to an opponent with a Kiln Fiend in a single turn is 40. Let me know if you've gotten higher!
  6. I’ve found that Hurkyl's Recall is unnecessary due to Thing in the Ice   bouncing Etched Champion. I’ve swapped a mountain with a forest for when I run Blood Moon with Destructive Revelry and Ancient Grudge against Tron.
  7. Considering Eidolon of the Great Revel for storm, Ceremonious Rejection for Eldrazi Tron.
  8. GDS continues to be the worst matchup IMO. Vapor Snag and Snapcaster Mage can help you stay alive, but the amount of disruption you have to fight through is brutal, even more so than Jeskai Control. I'm considering running two Surgical Extraction in the SB, not sure what I'll swap yet.

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Date added 6 years
Last updated 5 years
Exclude colors W
Splash colors G
Legality

This deck is not Modern legal.

Rarity (main - side)

23 - 6 Rares

16 - 3 Uncommons

19 - 6 Commons

Cards 60
Avg. CMC 1.81
Folders Ideas, I want, Moderno, _inspiration, Modern
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