Maybeboard


Fires of Invention is a neat little card, but... it needs a trick to break it open. Normally the best you can hope for is doubling your output, dropping two five-mana spells if you have five lands, say. Pretty good, but hard to guarantee turn after turn. The thing is, since you aren't using your lands for spells, they don't have to be available: you could use that mana for something else, right? Like activated abilities? Sure, but you also don't have to use them at all. In fact, nobody has to use lands at all after you drop Winter Orb. Even if everyone can only untap one land per turn, you can still play not one but two huge spells each time - let's see your opponent keep up with that!

Another benefit of the Fires is that it snubs its nose at colour requirements - even with nothing but Mountains and Forests in play, you can freely drop Dream Trawler, Chromanticore or even the mighty Sliver Queen and bulldoze your poor opponent trying to match up coloured mana symbols. Tectonic Instability and Mana Web keep him from building up a cache of untapped lands, keeping him trapped as you continue to drop spell after spell. Meanwhile, since you're no longer able to play spells on your opponent's turn, City of Solitude makes the drawback into a two-way street.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 4 See all

(3 months ago)

+1 Dragonlord Dromoka maybe
+1 Frost Titan maybe
+1 Mystic Remora maybe
+1 Phyrexian Obliterator maybe
+1 Rhystic Study maybe
Date added 4 years
Last updated 3 months
Legality

This deck is Casual legal.

Rarity (main - side)

1 - 0 Mythic Rares

30 - 0 Rares

9 - 0 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 3.14
Tokens Ogre 3/3 R, Sliver 1/1 C
Votes
Ignored suggestions
Shared with
Views