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 Post subject: Wizards [GRN]
PostPosted: Sun Jan 06, 2019 3:49 am 
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I've been enjoying switching off to some wizards aggro here lately and this is what I've been working with. I may edit in a full primer at some point if there is interest. (so far my arena brews get 0 replies)

(16) Wizards
4 x Ghitu Lavarunner
4 x Viashino Pyromancer
4 x Merfolk Trickster
4 x Adeliz, the Cinder Wind

(24) Spellz
4 x Lightning Strike
4 x Wizard's Lightning
4 x Opt
3 x Shock
3 x Chart a Course
3 x Risk Factor
2 x Ionize
1 x Expansion // Explosion

(20) Landz
4 x Sulfur Falls
4 x Steam Vents
6 x Mountain
6 x Island

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 Post subject: Re: Wizards [GRN]
PostPosted: Sun Jan 06, 2019 12:58 pm 
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I saw a wizards deck from you and opened it excited to see you future brewing with Deputy/Naban/Quasiduplicate (tho you tagged it [GRN], it didn't register - I just saw "wizards" and imagined). Then I remembered this isn't Duels where you can have enough gold saved up just by playing since last release to buy the whole new set right away... *sigh* we were spoiled back then I guess.

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 Post subject: Re: Wizards [GRN]
PostPosted: Mon Jan 07, 2019 3:43 am 
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you need 20 blue sources to cast Trickster reliably turn 2.
Chainwhirler is just to good to give up, even if there's no synergy.


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 Post subject: Re: Wizards [GRN]
PostPosted: Mon Jan 07, 2019 8:40 am 
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I saw a wizards deck from you and opened it excited to see you future brewing with Deputy/Naban/Quasiduplicate (tho you tagged it [GRN], it didn't register - I just saw "wizards" and imagined). Then I remembered this isn't Duels where you can have enough gold saved up just by playing since last release to buy the whole new set right away... *sigh* we were spoiled back then I guess.

We have to start somewhere and thats why i posted this deck to get it sharp and get some ideas going on what to make better.. This is a burn/prowess kind of deck really. Adding white for Deputy will be tricky. Naban helps only Vashino but thats it right now so not really worth it.

Auunj wrote:
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you need 20 blue sources to cast Trickster reliably turn 2.
Chainwhirler is just to good to give up, even if there's no synergy.


Chart or opt are there to help fix but yeah UU is hard to have on turn 2.

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 Post subject: Re: Wizards [GRN]
PostPosted: Mon Jan 07, 2019 11:28 am 
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Oh, yeah, I don't think you slow the prowess/burn one down by making it jeskai an adding Deputy. I think a Deputy duplicate wizards deck is more tempo aggressive and less explosive.

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