I can't wait one more week to get feedback on this deck. Can somebody please test it for a couple of games and tell me if it's good or gets run over?
1-drop4x
Faerie Miscreant4x
Fiery Impulse2-drop1x
Jace, Vryn's Prodigy2x
Harbinger of the Tides3x
Sigiled Starfish3x
Alchemist's Vial4x
Disperse3-drop3x
Sphinx's Tutelage3x
Jhessian Thief4x
Artificer's Epiphany4-drop2x
Flameshadow Conjuring1x
Avaricious Dragon2x
Separatist Voidmagex-drop1x
Displacement WaveLand2x
Sulfur Falls13x
Island8x
MountainI don't have the game, so that's all theory here. The idea is to survive the early turns with bounce, burn and 3 toughness blockers. The instants should also be able to clear the path for
Jhessian Thief. Scry helps you find the tools you need and smooth out the amount of land you draw.
Then you wanna get
Sphinx's Tutelage out and start drawing cards. The card draw mills and restocks your supply of instants to answer threats.
Flameshadow Conjuring has great synergy with the chosen creatures.
Faerie Miscreant now draws up to 2 cards, you could get a hasted
Jhessian Thief for card draw or bounce 2 creatures with
Separatist Voidmage -
Harbinger of the Tides even adds 2 surprise blockers on top of that.
Displacement Wave is your lategame emergency card and lets you reuse your etb effects. I only included one copy for now, because I don't wanna draw it too early.
I chose
Artificer's Epiphany over
Inspiration to keep the curve as low as possible. I expect the 3
Alchemist's Vial to enable the full effect mid to late game. If they don't show up that's not a big deal either,
Artificer's Epiphany still triggers the mill twice and lets you keep the better card. With that much draw and scry I just prefer being able to play multiple cheap spells over the solid but kinda expensive
Inspiration.
I'm looking forward to playing this. It looks fun and might even be competitive. If you have the cards to test it, please let me know how it performs.