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UR Keld Drake Cycle

Standard UR (Izzet)

ExtraEasy


Sideboard


Maybeboard


The main theme here:

Use the blue to filter for red damage while making chump drake blockers and make a strong alpha strike with keld with the filtered very cheap red damage spells that can hit creatures or players. Cast flame of keld a turn after drake haven and watch the value.

There is an interesting discard synergy between The Flame of Keld + Drake Haven + The Locust God's insects and i think generally there should be a way of making Bomat Courier's draw work for a blue deck. The Flame of Keld means the cycle mechanic isn't as necessary to activate the Drake Havens and i can lower this number and still efficiently hit the payoffs and the cycle to find red , discard to make drakes or draws to refresh the hand.

With so many good spells available in R and U getting the right balance is the key. I need enough red threats to make the keld payoff worth it. If drakes were red this would be awesome... actually insects from The Locust God are so that could be really interesting?

With the return of aggro red as the primary deck and UW Teferi i hope to polish this deck to have a decent chance to chump and stabalise against red and make cheap and wide (bad targets) for UW's removal, board wipes and control.

The main payoffs here are:

-drakes and insects ticlking away

-keld + small spell damage

-fight with fire kicked boom

A game might go like this:

On the draw

Turn 1: Land, bomat swing. Cards in hand: 5

Turn 2: land, soul scar mage, holding up shock. Block and shock. OR no scmage and hold up a censor (cycle if no good targets (hopefully cycle again), CIH: 2 (after shocking)3 after censoring

Turn 3: land, drake haven (tap out), CIH: 1

Turn 4: land (might miss :S), keld (discarding 1-2), +2 drakes, CIH: 0

Turn 5: land, cycle and drake holding red spells, drakes chump block red or chip UW, CIH: 2

Turn 6: land, keld ch3 strike with 4-5 (hopefully red cards in hand) and 1 or 2 red creatures on the board and 2-3 drakes, CIH: 4-5 ??? Hopefully 0 and win.

Turn 7: reliable 6th land, Locust god time!

Cycle on turns 1 and 2 to find drake haven and 3rd land drop. On turns 3+ looking to filter out blue spells and find more red damage permanents.

Thanks for the read! VERY ROUGH AT THE MOMENT- ANY ADVIDE VERY WELCOME +1 for wins

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

24 - 4 Rares

14 - 2 Uncommons

12 - 9 Commons

Cards 60
Avg. CMC 2.28
Tokens Champion of Wits 4/4 B, Drake 2/2 U, Insect 1/1 UR
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