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PostPosted: Fri May 05, 2017 3:16 pm 
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In a standard burn deck you might aswell add shocks and other facedamage removal. You're not gonna control for very long and they help you race.


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PostPosted: Mon May 08, 2017 3:48 pm 
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I took the core of your deck and traded the efficient removal for the option to go face with every burn spell. It is very different from the more controlish Enigma 1-shot, but might just be more consistent.

The Counterspells are all gone, because most of the draw power is now sorcery speed, which makes counters a lot worse. This version doesn't need them to protect the Enigma Drake, anyway, because you have plenty of firepower to steal the game without them. That also allows you to play the Drakes a little earlier and ask your opponent, if he has the removal or intends to roll over right away. However, the deck still gets a lot of spells in the yard, so tapping out lategame puts your opponent in danger of losing immediately. I'm also happy to see no Dispels in my opener anymore.

Insult // Injury is a very good card here. With 7+ mana, you can dish out ridiculous amounts of damage with any combination of burn spells. Even when you use it to take out a 6 toughness creature with Hungry Flames, it's still 4 damage to the face for your 2-for-1 removal and you get another good spell in the aftermath. Something simple like a Shock turns this card into 4 damage to a creature and 8 to the face for 7 mana, even without Thermo-Alchemists.

The deck can be a bit tricky to play, though. You have a lot of options and therefore a lot of opportunities to go wrong. Deciding when to replace your hand with Collective Defiance or whether to use your spells to control or go for the kill can be tricky. My winrate is decent, but it would be even better, if I wasn't a complete and utter moron.

Creatures / Planeswalkers (8)
4 x Thermo-Alchemist
3 x Enigma Drake
1 x Chandra, Flamecaller


Enchantments (2)
2x Fevered Visions

Instants / Sorceries (27)
4 x Shock
4 x Take Inventory
4 x Cathartic Reunion
2 x Exquisite Firecraft
2 x Collective Defiance
3 x Hungry Flames
4 x Fiery Temper
2 x Insult // Injury
2 x Hieroglyphic Illumination



Lands (23)
10 x Mountain
7 x Island
2 x Wandering Fumarole
2 x Sulfur Falls
2 x Hanweir Battlements


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PostPosted: Wed May 10, 2017 4:09 pm 
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Anyone want to take a crack at designing a ur mill deck with Baral, Chief of Compliance supporting the mill and control?


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PostPosted: Wed May 10, 2017 5:25 pm 
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Well, you would play Tutelages, Baral, lots of counterspells, card draw and you could throw in Brain in a Jar. Maybe you can even attempt to play it mono blue, as you probably don't have much room left for burn anyway and blue got some decent removal options as of late. I'd be very surprised if it was able to perform consistently, though. If tutelage shows up late, you might have to keep control for a very long time. Collective Defiance can accelerate the mill action, but I don't think it justifies a second colour on it's own.


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PostPosted: Thu May 18, 2017 1:12 pm 
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Gegliosch wrote:


Does Chandra do a lot for you?? It seems too slow. Would you recommend switching it out for Bedlam Reveler? What are your thoughts on Pull from Tomorrow in this deck? The discard is rely good for this deck seeing as how Fiery Temper benefits, and ables you to discard an instant/sorcery to pump Enigma Drake.

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PostPosted: Thu May 18, 2017 2:44 pm 
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Chandra is mainly in there as a sweeper with additional benefits. The deck can close out games very well in the lategame, but it rarely wins before turn 7, so I wouldn't say she's too slow. Despite all the burn, the main concern is actually getting there as safe as possible. The ability to kill multiple 4 toughness creatures is very useful and if you managed to keep the board clear by other means, you can put her +1 to good use.

Pull From Tomorrow could be good when you really flood out and don't have things to cast. Other than that it's just really expensive card draw, while every other draw spell I included does something by turn 2 if needed. I really think the deck needs more help in the early game than it does lategame. With enough mana it's deadly enough as is.

Bedlam Reveler is hit or miss. He can be the best thing ever with an empty hand. He's dead weight with a full grip. The deck has too much draw power already to justify him, imo.


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PostPosted: Fri May 19, 2017 2:57 pm 
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Gegliosch wrote:
Chandra is mainly in there as a sweeper with additional benefits. The deck can close out games very well in the lategame, but it rarely wins before turn 7, so I wouldn't say she's too slow. Despite all the burn, the main concern is actually getting there as safe as possible. The ability to kill multiple 4 toughness creatures is very useful and if you managed to keep the board clear by other means, you can put her +1 to good use.

Pull From Tomorrow could be good when you really flood out and don't have things to cast. Other than that it's just really expensive card draw, while every other draw spell I included does something by turn 2 if needed. I really think the deck needs more help in the early game than it does lategame. With enough mana it's deadly enough as is.

Bedlam Reveler is hit or miss. He can be the best thing ever with an empty hand. He's dead weight with a full grip. The deck has too much draw power already to justify him, imo.

Honest opinion: Do you think this deck has enough legs to perform in a tournament?

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PostPosted: Mon May 22, 2017 2:57 pm 
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Honest answer: I have no idea what a tournament meta would look like atm.

Archetypes that are troublesome:
Superfriends – you can deal with planeswalkers, but when they start playing another one each turn, you'll run out of options eventually. Especially high loyalty PW like Nissa have been a pain to get rid of.
High toughness creatures can be a problem, but only if the deck is still fast enough to race a direct damage approach.
I have yet to encounter a control deck with lots of counterspells and resilient wincons, but I suppose that would be a tough matchup.

Can't think of anything else that is a major problem.


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PostPosted: Fri May 26, 2017 2:01 pm 
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Main sweeper costing 6 mana with no ramp at all seems SUPER loose.
Hell, 4 drop Chandra IS ramp and plays much nicer with cards like insult and your burn game plan.


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PostPosted: Mon May 29, 2017 5:22 am 
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Go with whatever you like. Either Chandra fits well, and neither is really needed.


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PostPosted: Sun May 20, 2018 9:30 am 
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Do you think an Izzet with Tutelage would work at this moment?

I know this is not the right place to say that but I really enjoy this forum.


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PostPosted: Sun May 20, 2018 1:42 pm 
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These decks were great back during EMN, because the meta was pretty slow. Since then, Kaladesh happened.

I guess you can try to make the decks work if you want since the tools are still there, but IMO you can't afford to not impact the board turn 3.

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