DonRoyale
Get on my choppa!
- 1,723
- Posts
- 16
- Years
- Age 34
- Windsor, Ontario, Canada
- Seen Nov 5, 2012
So basically, if you don't know, I love red/blue, and I love Izzet Guildmage. I recently did a trade with a good friend of mine, acquiring a playset of Accumulated Knowledge and a Japanese Fire // Ice. I had to make the deck! =D
-18- Creatures
-2- Nucklavee
-4- Crackleburr
-4-Best Tim Ever Razorfin Hunter
-4-Most Abusable Tim Ever Gelectrode
-4- Izzet Guildmage
-18- Other Spells
-3-I BROKE THIS SHIZ Surreal Memoir
-3- Lightning Bolt
-4- Accumulated Knowledge
-4- Counterspell
-4- Fire // Ice
-24- Lands
-4- Crumbling Necropolis
-3- Scalding Tarn
-1- Cascade Bluffs
-9- Island
-7- Mountain
I'm currently working on improving the landbase, but I didn't want to go out of my way to obtain stuff like Shivan Reefs, Cascade Bluffs, or God forbid Steam Vents or Volcanic Islands. I might be obtaining a playset of Izzet Boilerworks soon, however.
The win condition is clear; you either Crackleburr them to death, or you get to obscene amounts of mana (which often will happen; with Ice cantrips and AK, you draw a buttload of cards, so you usually don't miss land drops), and use Izzet Guildmage to copy Lightning Bolt 8 billion times.
Crackleburr is a very powerful card, due to how you can use it. If your opponent is somehow alive once you get 8+ lands, you just start stacking its triggers a buttload of times. You can continuously Bolt them to the face, and if they have one creature (or even if they don't), you can just target the same creature with the bounce ability massive amounts of times. It's a legal play, but when the ability resolves after the first time, all concurrent bounce triggers will fizzle (you do have to target with its ability, and because the target's illegal when the ability resolves, it gets countered, though it saves you the trouble of having to bounce your entire army).
This deck is so resistant to a lot of decks. It eats creature decks pretty handily by Bolting the early plays and setting up Crackleburr. If you untap with Crackleburr and you have at least four lands and three creatures, you've pretty much locked up the game, because any creature they play is dead (assuming Crackleburr's dance partners are pingers), and if they try to remove it, you just bounce it).
I really like this deck. I just need to secure 3 Fire // Ice, 1 Counterspell, and 4 Razorfin Hunter, then it's done. =)
Let me know what you think!
-18- Creatures
-2- Nucklavee
-4- Crackleburr
-4-
-4-
-4- Izzet Guildmage
-18- Other Spells
-3-
-3- Lightning Bolt
-4- Accumulated Knowledge
-4- Counterspell
-4- Fire // Ice
-24- Lands
-4- Crumbling Necropolis
-3- Scalding Tarn
-1- Cascade Bluffs
-9- Island
-7- Mountain
I'm currently working on improving the landbase, but I didn't want to go out of my way to obtain stuff like Shivan Reefs, Cascade Bluffs, or God forbid Steam Vents or Volcanic Islands. I might be obtaining a playset of Izzet Boilerworks soon, however.
The win condition is clear; you either Crackleburr them to death, or you get to obscene amounts of mana (which often will happen; with Ice cantrips and AK, you draw a buttload of cards, so you usually don't miss land drops), and use Izzet Guildmage to copy Lightning Bolt 8 billion times.
Crackleburr is a very powerful card, due to how you can use it. If your opponent is somehow alive once you get 8+ lands, you just start stacking its triggers a buttload of times. You can continuously Bolt them to the face, and if they have one creature (or even if they don't), you can just target the same creature with the bounce ability massive amounts of times. It's a legal play, but when the ability resolves after the first time, all concurrent bounce triggers will fizzle (you do have to target with its ability, and because the target's illegal when the ability resolves, it gets countered, though it saves you the trouble of having to bounce your entire army).
This deck is so resistant to a lot of decks. It eats creature decks pretty handily by Bolting the early plays and setting up Crackleburr. If you untap with Crackleburr and you have at least four lands and three creatures, you've pretty much locked up the game, because any creature they play is dead (assuming Crackleburr's dance partners are pingers), and if they try to remove it, you just bounce it).
I really like this deck. I just need to secure 3 Fire // Ice, 1 Counterspell, and 4 Razorfin Hunter, then it's done. =)
Let me know what you think!