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An ultra-budget deck. The idea is that you cast three or four wizards over the first four turns, then on the fifth turn empty your hand with three or four instants or sorceries. 4 creatures + 4 lands + 4 spells (CMC 1) = 12 cards, just what you get after five draws!

In theory, then, you would have equal numbers of creatures, lands and spells. In practice you will need to draw and filter some cards to try and approach this ideal, and so an early Opt or Winged Words will be used prior to turn 5; you thus need more spells than creatures. And 3 creatures with 5 spells works much better than the reverse; summoning sickness and higher casting costs makes it awkward to get a lot of creatures out in under six turns. Again, this means more spells and fewer creatures.

Our creatures are all flyers, and thus can evade blockers. Faerie Seer filters the deck. The rest have prowess (or the equivalent). Adeliz, the Cinder Wind is very useful, but she's legendary, so there's a risk of her being a dead card in hand. Three copies is too many. Umara Mystic can win the game on her own, and if there's two of her on the board, so much the better.

Your wizard will get a prowess bonus even if you turn them into an elephant with Gift of Tusks. If you cast it during your attack, after blockers are declared, it can make a 1/1 faerie into a 3/3 brute; almost a Giant Growth. You can also use it to ground a flying blocker.

After hitting your opponent, you might be a few life points short; a Fling will further boost a prowess wizard, who still has the bonuses from earlier spells, and should easily end the game.

The deck needs blue mana to start with, and wants to finish off with red mana. That can be a trifle awkward in practice.

It is also rather fragile to interaction. An AEtherize during the fifth turn attack will totally ruin your plan! Peek might warn you of this, but there's not much you can do about it. But it's an aggro deck; adding counterspells would change its philosophy completely.

I'd like to find a place for Hidden Strings. Its cipher ability on a Faerie Seer could let you untap two lands after the attack; enough to pay for a Fling, or summon that Stormchaser Mage you just drew, or cast Winged Words to set up for next round. You cast a ciphered spell, so that will trigger prowess bonuses; normally uselessly, since this is after combat damage is assigned, but it works well with Fling.

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99% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Rares

15 - 0 Uncommons

21 - 0 Commons

Cards 60
Avg. CMC 1.83
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