Tech-fires

D

Duel

Guest
Okay, is this a bad idea? This is fires/tech. The fires are incidental, really.

Enchantments:
3 Fires of Yavimaya
4 Saporling burst
3 Parallax Wave
4 Sterling grove
3 Seal of cleansing
3 Seal of Fire
2 Armadillo cloak

Spells:
2 Enlightened tutors

Creatures:
3 Verduran enchantresses
2 Dawnstriders
4 Birds of paradise
4 Llanowar elves

Land
4 Brushlands
4 Karplusan forests
3 Elfhame palaces
3 Mountains
6 forests
5 plains

62 cards, but it looks good.

sb: would be something like this
4 River boa
1 Seal of cleaning
1 enlightened tutor
2 Chimeric idol
2 Urza's rage
3 Earthquake
2 Brutal suppression

Okay, the basic deck theory is that you can drawout solutions or threats with the tutors/groves, and verduran helps you draw into them.

Problem: Fast developng g/r. Use Dawnstrider, seals of fire, and cloak, perhaps. SB in earthquake and boas.

Problem: Fires. Get out seal of cleansing, save it for when you need it. Your fires will come up more, and it's bigger, and with help, they'll come up more often.

Problem: Blastoderm. This is the big one. Use dawnstriders and river boas. They're good stuff. Maybe river boas should be maindecked?

Problem: counter-rebel. Dawnstrider is a real problem for counter rebel, as is parallax wave. Use both well. SB in suppression, rage, boas, and earthquake

Problem: U/W control. Use the strider well, and the seals of cleansing. SB in the last seal, the idols, the tutor, the rages, and the boas

Not sure, maybe I should maindeck the boas over seal of fires?

[Edited by Duel on 01-01-01 at 10:09 PM]
 
G

Gizmo

Guest
Erk, I think this version is too combo, now. Fires is a working deck so it is risky to try to change it too much. Personally I would try to keep the aggressive monster base in, but that`s because I like Fires as it is and am just trying to metagame it, not build a brand new decktype. I guess this version (below) is more aimed at Rebels than at U/W, although none of the spells are bad against Counterwrath.

4 Birds
4 Elves
4 Boa
4 Idol
3 Derm
4 Sap Burst
2 Blinding Angel
(25)

3 Wax/Wane
2 Sterling Grove
4 Fires Of Yavimaya
2 Earthquake
2 Parallax Wave
(13)

3 City Of Brass
3 Rishadan Port
4 Brushland
4 Karplusan Forest
3 Plains
5 Forest
(22)

SB
4 Kavu Chameleon
2 Boil
1 Flashfires
3 Simoon
2 Tangle
1 Earthquake
2 Rith, The Awakener
 
D

Duel

Guest
I disagree. You simply need to stop the derm. They have the annoying tendency to leave halfway through a job.....
 
D

Draconis

Guest
The original deck is surreal...
Fires with no creatures with power greater than one, and a total of 6 points of burn?
So, you absolutely *must* cast at least one Burst, and almost certainly two.
Sorry, but just urgghhhh...

It just is far too reliant on a *very* fragile spell. Nobody's really going to have a problem beating you, with the matchup against fires being still biased in their favour. White can remove the Burst, Blue *will* counter it, Black *will* Void, Addle, Unmask or Lobotomy it, Green has Wane, Aura Mutation, so you're left beating Red senseless, except that Ancient Hydra and cheap burn wreck your creatures and kill you before the second Burst resolves.

And, yes, I see the Armadillo Cloaks, but really? Cloaking up 0/1 and 1/1 creature's is just asking for trouble, with Vendetta, Shock, Rhystic Lightning, Ghitu Fire, Urza's Rage, and bounce contriving to leave you bleeding on the floor. I doubt even Ancestral Mask could make the appropriate creatures big enough, but they'd have more of a chance. I think that you *really* need more creatures. Blastoderm is the obvious choice, Rith is a possible, Hydra is a possible, Noble Panther and Chimeric Idol are possible...

Good luck building a new Fires, but I think that you have to not lose sight of the main advantages of the Fires deck : stability and lack of draw-dependency...
 
D

Duel

Guest
Yeah, this deckhad alot of problems. THat about covers it.
I think once every 4 hands it would play a fourth turn burst and a fifth turn burst with a fires out and just WIN.
But Fires wins because it's consistent and because it DOESN'T NEED THE COMBO.
This deck's concept was ill-advised in the first place.
 
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