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Flooremoji- First, thanks for the upvote!
I agree with your assessment of Fraying Sanity. I only included 2 of Sanity and 3 of Archive Trap to keep room for Tempo and hard mill. sanity is an investment in this deck, often tapping out for the turn and not really adding to the "turbo" side of the deck's playstyle. Trap while cool, is usually only fooling my opponent once. Furthermore, is rarely hard casted, even when I have the mana, as I usually have more cost-effective spells in hand.
Thanks for the feedback! Play hard and have fun!
October 21, 2018 4:07 p.m.
LonelyDonkeyKong- thanks for that suggestion, I see and like what you're going for, but as much as I want it to work in here, I simply can't justify another potential late-game dead draw.
October 21, 2018 11:30 a.m.
Ah yes. I forgot that this was a multi-player weapon. Carry on!
October 19, 2018 9:39 p.m.
October 19, 2018 8:37 p.m.
I don't know what your budget looks like, but I would suggest the following simply because of cost/effect improvement:
October 19, 2018 7:40 p.m.
ZorrosRage- thanks for the suggestion, but I believe she's too slow and does too little. Her first ability as a walker only does 2 damage per turn and doesn't trigger my pingers or my steam-kins. While her creature ability mimics Thermo-Alchemist, that or Guttersnipe would be more cost effective. Red planeswalkers don't actually belong in burn decks, they are simply not cost effective. I appreciate the time to comment!
October 19, 2018 7:02 a.m.
ellie-is- Perfect! Thanks! TBH, the Augurs were a shove-in after the rebuild, 'cause I wasn't sure what else to place in!
Thanks for the update, love!
October 18, 2018 6:38 p.m.
Search for Azcanta Flip doesn't belong here. For 2 you should be milling, not waiting. You say mill is aggressive.. but you're going to waste time and resources on an enchantment that does nothing for your archetype and makes your deck $20 more? Consider Drowned Secrets for replacement.
Hope this helps a bit.
October 16, 2018 5:32 p.m.
LonelyDonkeyKong- your suggestions are good and well intended, but I have a few issues with some of the choices for the MB:
Pyromancer Ascension- while this would offer resources, it only copies the spells that are cast, and do little for the archetype of the deck as the copies don't trigger the Pingers.
Grapeshot is absolutely viable, but I have not committed to it yet, as I would like to test how long and consistent the storm chains play.
With that being said: no, the haste cards are not doing much for the deck itself, but do proc the Pingers, and offer the cantrip, which is the sole purpose of this deck, and also allow Grim Lavamancer to do his job late-game immediately for the kill. Believe me, they belong in here for one reason or another.
Young Pyromancer feels like a sideboard card as the first game should be a full-throttle speed kill, while noting weaknesses against the opposing deck.
Thanks for the suggestions! I'll consider them further as the deck gets tested. I'm still waiting for cards to assemble the deck, after that, you bet I'll be tuning the numbers.
October 11, 2018 2:28 p.m.
FriendsTommartin1981 — Dracones6657 — JaeHoshii — chaosvortex200 — ellie-is — StuntLad420 — Higin317
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|Playing since||Limited Edition Beta|
|Avg. deck rating||42.65|
|Helper Rank||None yet|
|Favorite formats||Modern, Casual|
|Good Card Suggestions||196|
|Last activity||10 hours|