Heartbeat of Spring Deck

  • Thread starter Force of Will Smith
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F

Force of Will Smith

Guest
With heartbeat of spring hitting sales at around .50 a piece, i thought i might as well use em.

And what better way to always get your flare effect that to run 8 copies of the same card and acceleration.





// Boost:
4 Mana Flare
4 Heartbeat of Spring
4 Llanowar Elves (Turn 2 flare)
4 Tinder Wall (Turn 2 Flare with Mountain/Forest untapped)
// Burn:
4 Kaervek's Torch
4 Lava Burst
4 Disintegrate
4 Blaze
3 Volcanic Geyser
2 Fireball
3 Fanning Flames
// Lands:
10 Forest
10 Mountain

T1: Forest, Tinder Wall
T2: Mountain, Pop tinder for Flare
T3: Lava for 5
T4: Forest, Blaze for 7
T5: Volcanic Geyser for 8, game

T1: Forest, Tinder wall
T2: Mountain, pop tinder and tap 1 of 2 lands for flare
T3 torch for 5
T4: Mountain (RR), Forest (GG), use RGG for 2nd flare (R floating), tap 1st Forest for (GGG),
Blaze for 4
T5: Forest, Lava Burst for 11

T1: Forest, Llanowar
T2: Mountain, tapout for Heartbeat
T3: Blaze 4
T4:Tapout for heartbeat
T5: Disintegrate for 9
T6: Kaeravek's for 9

T1: Forest
T2: Mountain, Llanowar
T3: Mountain, tap all but 1 mountain (RR) for flare
T4: Forest (9 avaiable) Illuminate for R5 with kicker, kill a 5/5
T5: Forest (11 available) Fanning the flames for 6/ Lava for 10
T6: Forest (13 mana avaiable) 5 dmg from 1 of 3 x spells


Even hardcasting it isnt that bad

T1: Forest
T2: Mountain
T3: Forest, heartbeat ( with 4 x spells and a forest)
T4: Forest, disintegrate for 7
T5: Forest, tap 2 Forests (GGGG) play 2nd heartbeat G floating, disintegrate for 9
T6: Kaeravek's for 14 (3 x spells in hand one with Buyback)

You might shoot yourself in the foot by making mana ridiculous, but red lives for chaos right? Let's be honest, whats more annoying than a deck with 24 X cc spells?

Ive found that with a single mana flare/heartbeat it can be a toss-up but, with 2 in play, and X spells, you definately have the advantage.
 

Oversoul

The Tentacled One
I would cut Fanning the Flames for something else. Do you seriously need that many X spells?
 
F

Force of Will Smith

Guest
I found that with Ivy elemental he takes a full turn to do damage.
He doesnt have trample, and hes susceptible to every type of creature kill. I actually made 5 different versions of this deck one running 4 of him.

(1)5 power+ Beefy Green with some X Red.
(2)All cheap Burn 1-2cc so when flares hit you empty your hand
(3)All X spells for variable effects even if you have to blow them up for 1-4.
(4) Hasting cards like rorix, Control elements like masticore and kumano, which sputter out against huge x spells, and some X burn. when each opponent can use 13 mana, its a pretty good idea to be the one with the fireball instead of the kumano that can do 4 damage.
(5) mix of green and red X spells and creatures

Using X spells performed the best, Huge creatures would have you holding fat beef forever, sometimes proving useless and any enchantment destruction ripped them apart, 5 was ok but not as consistent.

I thought about cutting fanning down, but it seems that if i have one in my hand when theres a flare out, i pretty much have an answer everyturn. Being without a huge spell when mana is exponential sux. Maybe down to 2. I'll have to try some more playtesting.
 

Oversoul

The Tentacled One
It just seems like there are enough burn spells already, and Fanning the Flames is pretty bad...
 
F

Force of Will Smith

Guest
ok, i took a look at a few other options, rolling thunder is in most cases better than fireball. I also somehow missed the amazing illuminate and ghitu fire.

4 Kaervek's Torch (forcespike x2)
4 Lava Burst (creature dmg cant be prevented)
3 Disintegrate (non-regenerate)
3 Blaze (Boring X)
2 Volcanic Geyser (Instant X for 1 more)
2 Fanning the Flames
2 Ghitu Fire (Instant X for 2 more)
2 Rolling Thunder (division without cost)
2 Illuminate (remove big threat+dmg)

the other X spells just seemed to be lacking.

here's some ridiculous stats:

If theres only 1 target, Fireball does 1 more dmg,
Kaeravek, Disintegrate, blaze, and ghitu fire are identical.

Fireball for 6 divided among 4 targets= R5, +4[10]
Rolling Thunder for 6 divided among 4 targets= R6[7]
Volcanic Geyser instant for 6= R6[7]
Ghitu Fire instant for 6= R8[9]
Illuminate for 6, 6 to a creature= R6, 2R (10) for 12 dmg, 2 targets

Rolling Thunder for 6 to a player, 6 to a creature= RR12[14]
Fireball for 6 to a player, 6 to a creature= R11,+2[14]

Fireball/Thunder are equal with 2 targets
Thunder costs 1 more for only 1 target
Thunder trumps anything past 2 targets


-------
Volcanic Geyser, XRR, Instant, deals X damage to target creature or player.
Disintegrate, XR, Sorcery deals X damage to cr or player. That creature can?t be regenerated this turn.
Blaze, XR, Sorcery deals X damage to target creature or player.
Lava Burst, XR, Sorcery, deals X damage to target creature or player. Damage dealt to creatures cannot be redirected or prevented.
Kaervek?s Torch, XR, Sorcery deals X damage to target creature or player. costs 2 more to be countered.
Fireball, XR, Sorcery, deals X+1 damage divided evenly, rounded down, among Y target creatures and/or players.
Fanning the Flames, XRR, Sorcery, Buyback 3.deals X damage to target creature or player.
Rolling Thunder, XRR, Sorcery deals X damage divided as you choose among any # of target cr and/or players.
Ghitu Fire, XR, Sorcery, You may pay 2 more to play as an instant deals X damage to target creature or player.
Illuminate, XR, Sorcery, Kicker 2R , deal X damage to a creature. If you paid 2R kicker cost, deals X damage to that cr's controller as well.
 
T

train

Guest
you could even hurricane...;) or earthquake to get rid of critters if needed...
 
F

Force of Will Smith

Guest
I've played this deck against 4 creature decks and smoked the hell out of them, one being suicide black and another sligh.

Hasting creatures it can have a problem with. I think possibly mass LD.
Really fun as well.
 
T

train

Guest
You could easily run Aether Flashes to deal with the Hasters... or ensnaring bridges...

Better yet - Sun Droplets...:D
 
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