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This is a deck based around casting a large number of cheap instants and sorceries with decent effects to get various on-cast benefits, whether it be a flat 2 direct damage from Guttersnipe or a 1/1 elemental from Young Pyromancer . Additionally, Spellheart Chimera can provide a cheap and powerful attacker when I've spent a number of my instants and sorceries, giving me a threat that doesn't rely on having other cards in hand.
A problem I have is the lack of cheap draw to keep my fuel up. While I could run Divination , that would mean running divination. My solutions to this issue are as follows:
-Magma Jet serves both to deal damage when I need to and to smooth out my draws, allowing me to set up draws or dig for answers.
-Izzet Charm is a very powerful modal spell (options are always nice) that can serve as a counter, removal, or to dig into my deck for threats while ditching dead draws. No matter which mode I take, it adds at least one to the Spellheart count, and the third mode has the potential to add up to three to the count, depending on what I ditch.
-Opportunity isn't cheap, but it's the best card advantage I can get at this point in time. It's a Sphinx's Revelation that can be used in decks that don't run white, but forcing a 6-mana investment instead of giving options makes it significantly weaker than its UW counterpart. No other spells in the deck match the expense, bar overloaded Mizzium Mortars or Cyclonic Rift .
-Steam Augury is a more balanced Fact or Fiction , which has historically been a very powerful card if placed in the right deck. I'm not sure if my deck is the right deck, and Augury isn't necessarily conducive to casting multiple instants and sorceries on one turn, but it does provide good card advantage if split right and it has the potential to massively increase the Spellheart count.
I'm open for suggestions and i'd very much like to make this more consistent, but I don't know how well it will actually fare post-rotation since I can't possibly own several of my cards for another week.
After several hours of playtesting with a grand total of 3 wins out of about 15 games, I have determined 4 things:
So, I basically got rid of a ton of the burn in favor of more control elements. From the testing that I have done with the current decklist, it is a LOT stronger now. I also dropped the Electromancers, since they didn't do much of anything after the changes.