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Thread: [Deck - CaNG Finalist] Wildfire: Mana + Bombs

  1. #1

    [Deck - CaNG Finalist] Wildfire: Mana + Bombs

    Although this incarnation of Wildfire is a known commodity in Syracuse and I terrorized a few people in Philadelphia with it, I haven't unveiled the finished product to the internet until now. Here's the decklist:

    4x Ancient Tomb
    4x City of Traitors
    4x Sandstone Needle
    7x Mountain

    4x Gruul Signet
    4x Talisman of Impulse
    4x Thran Dynamo
    4x Gilded Lotus
    2x Worn Powerstone

    4x Trinisphere

    4x Sundering Titan
    4x Crater Hellion

    2x Wildfire
    2x Burning of Xinye
    3x Decree of Annihilation
    4x Burning Wish

    SIDEBOARD:
    4x Pyroclasm
    3x Chalice of the Void
    1x Tooth and Nail
    1x Decree of Annihilation
    1x Burning of Xinye
    1x Devastation
    1x Shattering Spree
    1x Hull Breach
    1x Tranquility
    1x Recoup

    The deck follows the age old tradition of other Wildfire decks (and seemingly every tier 1 deck in the current type 2) of having mana + bombs and little else. In fact, this deck has no less than 37 mana sources to power out 19 potential board sweepers and 4 Trinisphere to lock the opponent out of the game after they lose their lands. One of the best things about the deck is its fundamental turn of roughly 3.5, closer to 3 if drawing first and closer to 4 if playing. Because of its speed and the redundance of its sweepers, an opponent will often never have more than 3 mana available even in a long game. Now, I'll explain the card choices:

    4x Ancient Tomb, 4x City of Traitors, 4x Sandstone Needle: These are the three best available lands that tap for 2 mana. I did use Crystal Vein and Dwarven Ruins initially but they made they deck very vulnerable to wasteland, led to many "comes into play tapped" lands to offer consistent speed, and led to an inability to recover if a bomb was countered. The three nonbasics that I'm still playing are pure gold though. Ancient Tomb is of course the best, I've often dealt 10 damage to myself in a game yet never come close to losing because of the advantage it gave me. Most of the turn 3 bomb plays are created by Ancient Tomb. City of Traitors can be better or worse than Ancient Tomb at different times, but it's a close second in power. Getting both a Tomb and a City in the opening hand is often the "nut", and can allow you plays like hardcasting Sundering Titan or wishing for Burning of Xinye AND casting it on turn 3, often without a 3rd land drop. Sandstone Needle is also excellent since it covers the colored portion of all your spells by itself, and its disadvantage is often unimportant because you destroy all lands when you tap it for the second time.

    7x Mountain: In conjuction with the Talismans, these give you the double red you need for all your spells most of the time. It also makes you resistant to Wasteland and prevents Crucible-Wasteland from being an auto-loss (which I have run into before). Although a first turn Mountain doesn't allow you as much speed as a Tomb or Needle would, it can be the best play if you don't need to go off turn 3, or if you are playing against a deck like Goblins and are holding Pyroclasm post-board. However, you should mulligan any 7 card hand that doesn't contain a land that taps for 2.

    4x Talisman, 4x Signet: Although they only produce 1 mana more or less, they are the most important part of the manabase. They provide a source of red that isn't destroyed by your board sweepers and providing your splash color is just gravy. They can also be cast turn 1 with a Tomb or even a City once in a while, and they effectively cost 1 if you cast another spell after them. This fact alone makes one wonder how people survived playing Fire Diamonds in the old days. Signets are better than Talismans in this deck because of the lack of 1cc spells, but at the moment I have all of them able to tap for green, which is handy.

    4x Thran Dynamo, 2x Worn Powerstone: These are basically redundant with each other, which is why there aren't a full 4 Powerstone. These cover the huge colorless portions of your spells most of the time. Dynamo is usally better since it effectively costs 1, but Powerstone can be part of some turn 3 bomb plays so it's valuable as well.

    4x Gilded Lotus: I'm very proud to have been the one to break the legal Lotus in 1.5, because it is indeed broken in this deck. It's very rare indeed that you lose a game when you have Lotus on the table. It provides more than enough red to cast any of your spells, and without taking pain. It also is the main way you cast the splash spells from the wishboard. Lotus is truly the biggest reason to play a deck like this, and seperates it from Urza block era Wildfire decks more than anything else.

    4x Trinisphere: Trinisphere is the only main deck lock piece because it has the most synergy with the deck. You're inevitably going to destroy lands, and if Trinisphere is in play when you do, your opponent is usually in a position where they can do nothing for at least three full turns. If you destroyed their lands with a Titan, that means you win. If you didn't, that just means it's a good idea to destroy all lands again when the opponent gets two lands out, which isn't hard.

    4x Sundering Titan: Getting 8 mana is actually quite easy with this deck; it happens turn 3 sometimes, and you'll end up with much more than 8 if the game goes long. It's extremely hard to deal with a resolved Titan; Swords to Plowshares is usually the only way it dies (although I have had one Vendetta'd before). I don't play creatures that don't also destroy permanents because I don't have to. It's 1.5 after all, and there are a plethora of creatures that also disrupt.

    4x Crater Hellion: I am really shocked that Hellion wasn't played in most of the original type 2 Wildfire decks. It's redundant creature hate that's also a kill method, in a deck that can't run that many kill methods. The echo is a problem only once in a great while, it's very rare that I cast a Hellion without intending to pay its echo. The fact that it has echo also makes it undercosted as a 6/6 for 6, which is very nice. 7/7 would be much better, but what can you do.

    2x Wildfire, 2x Burning of Xinye: (Burning of Xinye is the same as Wildfire if you haven't looked it up yet.) I only play 5 of these total between main deck and sideboard simply because there needs to be room for Decree. Having said that, Wildfire is the best board sweeper there is, and the #1 wish target. Having so many different board sweepers makes the deck very resilient to cards like Meddling Mage and Cabal Therapy. I don't have much to say about this legendary card and it's twin except that it's ubiquitous in type 2, and it's even easier to get 6 mana in 1.5.

    3x Decree of Annihiliation: Although it may seem that this slot would be better filled with Devastation or more Wildfires, Decree is your trump card again decks with counterspells. Unless they have Stifle or Pithing Needle, there is nothing they can do about this card when it's cycled, so when you reach 7 mana, there is always the threat of destroying all lands. This is the main reason that Landstill is not a problem matchup. They need to play a large number of lands to win, but you can destroy them all without warning. It's also an instant when cycled, which often leads to plays like cycling Decree at the end of the opponent's turn, then casting Trinisphere or a creature on your turn without the fear of a non-Force of Will counterspell. It also is the MVP in the Solidarity matchup, and singlehandedly makes that matchup a favorable one for you. If you untap with 7 mana, you can cycle Decree during your upkeep and challenge them to go off without Reset. Or, if you think they're not expecting Decree, you can end your turn and cycle it during their end step, a ploy which often works since Solidarity players like to wait as long as possible to go off. On top of all that, it's one of the reasons that Burning Wish must be countered (along with Recoup), when sometimes a counterspell player will think "I can just counter the spell they get instead of countering the wish". Much like Decree of Justice, it breaks all the rules one expects spells to follow and is indispensable in this deck.

    4x Burning Wish: I believe that Wish is one of the most powerful cards in the entire 1.5 format, and is sorely underused. In a deck that plays many sorceries like this one, it's a natural fit. It also allows you to play nonred spells, which is something you just couldn't do if you had to play them maindeck. I'll go over the sideboard presently:

    1x Tooth and Nail: Although this is a new, experimental card, I feel like it should've been in the board all along and I was a fool not to think of it sooner. There were so many times in the past that I wanted to wish for a creature. I've even seen discussions here on the Source where people said they put a Living Wish and some creatures in their sideboard to solve the problem. No need for that in Wildfire; 9 mana is easy to produce, and 7 is even easier if you'd rather tutor for 2 creatures and not worry about getting 2 more mana first.

    1x Decree of Annihilation: Sometimes the best thing to wish for is Armageddon, so here it is.

    1x Burning of Xinye: The primary wish target, which gives you 8 of these effectively.

    1x Devastation: This isn't in the main deck because it's bad when cast after one of your creatures unlike Wildfire/Burning, but it is better when creatures with protection from red or bigger than x/4 appear. It's an "out" against a resolved Mystic Enforcer or a reanimated fatty, which would almost surely be a loss otherwise.

    1x Shattering Spree: I previosly had both Primitive Justice and Meltdown in the board, but this should be a fine replacement for both and will be crucial in the mirror match, if there ever is one.

    1x Hull Breach, 1x Tranquility: Some extra artifact and enchantment removal for stuff like Humility and occasionally Survival.

    1x Recoup: This is often what you wish for if it's your second wish of the game. It's also a great wish target if you're playing against a counterspell deck, since they have to counter two things after you get it. It also allows you to reuse things like Hull Breach if you suddenly find yourself in danger of losing to an enchantment.

    4x Pyroclasm: Goblins is a tough matchup for any deck, so three of these (leave one to wish for) can be swapped for Decrees to bolster that matchup along with other aggro randomness.

    3x Chalice of the Void: Another card that was previously maindecked. Your only 1cc spell can be cast through a Chalice, so it's pure gold in matchups like Threshold and should replace 2 Worn Powerstone and 1 Trinisphere.

    Matchups:

    Goblins: It's a challenge, but Pyroclasm turns it heavily in your favor games 2 and 3. Although they can win turn 3, it's more rare than your turn 3 bombs. They also have a large number of unimpressive cards like Fanatic, Sharpshooter, and Incinerator, while your least useful card (Decree) can still lock them out of the game with a Trinisphere. Their biggest asset against you is their Wastelands and Ports, and they also have Aether Vial which is sometimes the best card your opponent can play against you, so this match will never be easy.

    Threshold: The white version is much more of a problem with their relevant creature removal, although the other version can burn you out from time to time so it's not a bye either. You probably need either a Trinisphere or Chalice early to win. You also need to cast threat after threat or cycle Decree to exhaust all their counterspells. All you need to do is slip one Wildfire through and you're pretty sure to win because of their light land count.

    Solidarity: A highly favorable matchup because of Decree and Trinisphere. Obviously, you sideboard Chalice in as well. I haven't played against the new version with Remand yet which should put up much more of a fight, but I doubt the matchup would turn unfavorable.

    Rifter: You will win this match very close to 100% of the time. I haven't tested this match very much because, why would I bother? They can't stop you from destroying all their lands unless they have 8 or so Disenchant effects in their board, and even then you probably have inevitability and can just Wildfire or Decree without using artifact mana, and it will be much easier for you to recover from than it will be for them.

    Deadguy Ale: I haven't tested this match as much as I would like, because it was problematic when I did play it. Land destruction can actually be a major problem for this deck, strange as it may seem. They do have a good shot at killing you before you get 6+ mana, which is almost always how Wildfire loses. However, if you get 6+ mana, they can't stop you from just topdecking Wildfire and casting it so you have a good chance as well. Pyroclasm should come in for this match because its kills the two card advantage engines of DA and can be cast with very little mana. I wouldn't side in Chalice even though it might stop first turn Duress or Ritual, because it's unreliable. This is probably the deck I most fear in the LMF.

    Some other decks I've played against:

    Garv.dec: It's a race, plain and simple. Since Garv has the same fundamental turn you do, it's often more challenging than Goblins or other aggro. That being said, Trinisphere hoses them more than almost any other deck and Chalice comes in as well. I think this matchup is in Wildfire's favor.

    Turboland: With the addition of basic mountains, this became a much easier matchup. Now, they can't keep you from building your manabase and cycling Decree. The only way they could is if they comboed out very quickly, which hasn't happened in my matches against it.

    RGSA: Although it's probably because Syracuse is the home of the most sucessful RGSA player there is (Mulletus), this has been a major problem for me. The addition of Aether Vial makes it very difficult to keep them from recovering. If they don't get Vial, often you can Wildfire quickly enough to lock them out. I'd side in Chalice since keeping them from accelerating before and after Wildfire is so important.

    Burn: You have some great weapons against burn. This is possibly the deck that is most hosed by Trinisphere and Chalice. However, it's quite fast and can scrape up a win here and there. It's a very favorable matchup for Wildfire though.

    Zoo/RDW: Aggro decks that goldfish turn 5 have little chance against Wildfire. They also have little chance against several other major 1.5 decks, which is probably why they don't end up in the LMF. Just my 2 cents.

    ...Well, I see that this has turned into a full blown primer, but it's proper considering how much I've played the deck. I've made numerous top 8's and 4's with it and was somewhat close to a top 8 at the GP Philly grinder with a preliminary version that wasn't nearly as good. I think it's proven itself but most players are unaware of it until now, so I'm glad it's finally making its debut in this contest.

  2. #2
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    Re: [Deck] Wildfire: Mana + Bombs

    I tested this a little, and I think that it should lean more towards T&N. I like this list a little.

    // Lands
    4 [MM] Hickory Woodlot
    5 [AN] Mountain
    4 [TE] Ancient Tomb
    4 [EX] City of Traitors
    4 [MM] Sandstone Needle

    // Creatures
    1 [CHK] Kiki-Jiki, Mirror Breaker
    1 [MR] Triskelion
    2 [DS] Sundering Titan
    1 [FD] Mephidross Vampire

    // Spells
    3 [MR] Tooth and Nail
    4 [GP] Gruul Signet
    4 [US] Worn Powerstone
    3 [PT] Pyroclasm
    2 [9E] Wildfire
    4 [MR] Talisman of Impulse
    4 [UD] Thran Dynamo
    4 [MR] Gilded Lotus
    4 [JU] Burning Wish
    2 [P3] Burning of Xinye

    // Sideboard
    SB: 1 [MR] Tooth and Nail
    SB: 1 [SC] Decree of Annihilation
    SB: 1 [OD] Firebolt
    SB: 1 [LG] Chain Lightning
    SB: 1 [PT] Pyroclasm
    SB: 1 [OD] Recoup
    SB: 3 [MR] Chalice of the Void
    SB: 1 [P3] Burning of Xinye
    SB: 1 [GP] Shattering Spree
    SB: 1 [PS] Hull Breach

    It's nothing final, but it is a cool list.

    Roop

  3. #3

    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Evil Roopey
    I tested this a little, and I think that it should lean more towards T&N. I like this list a little.

    // Lands
    4 [MM] Hickory Woodlot
    5 [AN] Mountain
    4 [TE] Ancient Tomb
    4 [EX] City of Traitors
    4 [MM] Sandstone Needle

    // Creatures
    1 [CHK] Kiki-Jiki, Mirror Breaker
    1 [MR] Triskelion
    2 [DS] Sundering Titan
    1 [FD] Mephidross Vampire

    // Spells
    3 [MR] Tooth and Nail
    4 [GP] Gruul Signet
    4 [US] Worn Powerstone
    3 [PT] Pyroclasm
    2 [9E] Wildfire
    4 [MR] Talisman of Impulse
    4 [UD] Thran Dynamo
    4 [MR] Gilded Lotus
    4 [JU] Burning Wish
    2 [P3] Burning of Xinye

    // Sideboard
    SB: 1 [MR] Tooth and Nail
    SB: 1 [SC] Decree of Annihilation
    SB: 1 [OD] Firebolt
    SB: 1 [LG] Chain Lightning
    SB: 1 [PT] Pyroclasm
    SB: 1 [OD] Recoup
    SB: 3 [MR] Chalice of the Void
    SB: 1 [P3] Burning of Xinye
    SB: 1 [GP] Shattering Spree
    SB: 1 [PS] Hull Breach

    It's nothing final, but it is a cool list.

    Roop
    It's funny you should say that, because a friend of mine says the exact same thing. It's a much different deck the way you have it. I think there are advantages to both, but I haven't tested Tooth & Fire at all so I'm not sure when it would be better or worse.

    EDIT: He also figured that Akroma + Razia was usually the best thing to get against creature decks.

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    Re: [Deck] Wildfire: Mana + Bombs

    EDIT: He also figured that Akroma + Razia was usually the best thing to get against creature decks.
    Fetching Mephidross Vampire and Triskellion is a one sided Wrath of God.

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    Re: [Deck] Wildfire: Mana + Bombs

    Oh, this deck is really new and possibly playable - althought I find it still a bit slow. Anyway, i wish u luck in this competition.
    Common Sense was reprinted as rare.

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    Re: [Deck] Wildfire: Mana + Bombs

    Seeing this deck in action and testing against it has proven to me that it is a very competitive deck. Saying it is slow means that you haven't really taken much time to test it. Any deck that can clear the board of all creatures and land by turn 3 is not slow.

    @Roop: Why no MD decree? The card is a house against every control deck. It also seems that Gruul Signet is just a bad Talisman.

    @Damping:Is 19 land really enough to drop ur bombs with, I know the artifact mana is where it's at, but it seems that adding in 2 more 2 producers might help ur game a bit.

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by MasterBlaster
    Fetching Mephidross Vampire and Triskellion is a one sided Wrath of God.
    However, Akroma+Razia is a 2-turn clock, and gives you 2 tough-to-kill blockers in addition, which is a huge improvement over either Kiki+DSC (only 1 blocker, which doesn't even fly) or Mephi+Trike (takes 3-5 turns to kill, and are extremely vulnerable to any removal, not to mention, opponent can proactively ignore this combo with Pithing Needle). Not to mention, Akroma+Razia is good against control and combo too, making it unnecessary to devote excess room for extra Tooth-targets (although, Kiki+Titan is of course better against control and combo).

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by bigbear102
    @Roop: Why no MD decree? The card is a house against every control deck. It also seems that Gruul Signet is just a bad Talisman.
    Well, you really dont want to blow up all your lands that much when you are trying to cast a 9cc spell. Also, Signet is actually a better Talisman cuz you don't take damage from it. My list has been consistantly casting a turn 3 Tooth. If you are having to much trouble with control which I doubt with all the threats you have, you can always play 4 Titans. Pyroclasm has been house against just about everything, keeping the board clear and giving you time to setup.

    However, Akroma+Razia is a 2-turn clock, and gives you 2 tough-to-kill blockers in addition, which is a huge improvement over either Kiki+DSC (only 1 blocker, which doesn't even fly) or Mephi+Trike (takes 3-5 turns to kill, and are extremely vulnerable to any removal, not to mention, opponent can proactively ignore this combo with Pithing Needle). Not to mention, Akroma+Razia is good against control and combo too, making it unnecessary to devote excess room for extra Tooth-targets (although, Kiki+Titan is of course better against control and combo).
    Kiki-Titan is a 2 turn clock against control and combo, while blowing up every land they control. Sounds good to me. Also, most of the decks you will fetch Trisk-Vamp against don't run removal that can deal with them. I'll probably be playing this deck in a few tournaments, I like the Tooth version quite a bit.

    Roop

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Evil Roopey
    Kiki-Titan is a 2 turn clock against control and combo, while blowing up every land they control. Sounds good to me. Also, most of the decks you will fetch Trisk-Vamp against don't run removal that can deal with them. I'll probably be playing this deck in a few tournaments, I like the Tooth version quite a bit.

    Roop
    Yea, I conceeded that Kiki-Titan is generally better against control (provided that there's no Needle naming Kiki, which of course makes that combo downright awful, taking 4 turns to kill+1 turn per chumpblock. StP is a HUGE problem, since "StP Titan" in response to kiki-activation pretty much kills the Tooth-player for W, costing the control-player only two lands), and definately better against combo, but Trike-Vamp...StP, Vindicate and your average black removal can take care of them and they're the only removal played in addition to Bolts (which still kills Trike when used in response to the ability. You can sweep the board in response, but you can't save the Trike from dying), so it only seems like a decent combo against Goblins. Akroma+Razia is going to be sufficient against Goblins most of the time anyways. Then again, if one finds space for both, all the better.

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Eldariel
    Yea, I conceeded that Kiki-Titan is generally better against control (provided that there's no Needle naming Kiki, which of course makes that combo downright awful, taking 4 turns to kill+1 turn per chumpblock. StP is a HUGE problem, since "StP Titan" in response to kiki-activation pretty much kills the Tooth-player for W, costing the control-player only two lands), and definately better against combo, but Trike-Vamp...StP, Vindicate and your average black removal can take care of them and they're the only removal played in addition to Bolts (which still kills Trike when used in response to the ability. You can sweep the board in response, but you can't save the Trike from dying), so it only seems like a decent combo against Goblins. Akroma+Razia is going to be sufficient against Goblins most of the time anyways. Then again, if one finds space for both, all the better.
    Well, if you want space for both be my guest, but I like more Titans to be honest. I cut the 3 Clasm in the main for 2 Titans and a Mountain. Also, Titan says "When it leaves play" which means that his ability still triggers when StPed, making a control player lose 4 lands. Now if we use the scenario where you fetched a Razia and Akroma, all it would do is slow down your clock, and still giving them the option of mass removal. I like running 4 Titans though becuase it ups the threat count to unsurpassable amount. Four Titans, 4 Wish, 4 wildfire, 3 Tooth, 1 Trisk, and a Kiki. Everything else in your deck is mana or a Vampire, which you can still harcast with a Lotus in play.

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Evil Roopey
    Well, if you want space for both be my guest, but I like more Titans to be honest. I cut the 3 Clasm in the main for 2 Titans and a Mountain. Also, Titan says "When it leaves play" which means that his ability still triggers when StPed, making a control player lose 4 lands. Now if we use the scenario where you fetched a Razia and Akroma, all it would do is slow down your clock, and still giving them the option of mass removal. I like running 4 Titans though becuase it ups the threat count to unsurpassable amount. Four Titans, 4 Wish, 4 wildfire, 3 Tooth, 1 Trisk, and a Kiki. Everything else in your deck is mana or a Vampire, which you can still harcast with a Lotus in play.
    I'm not arguing Razia+Akroma instead of Titans, I definately would play Titans regardless (it's probably the best card in the deck). I'm arguing playing them instead of Trisk and Meph, since Trike and Meph aren't going to accomplish a whole lot in a format with removal and Needle having a strong presence. They were good in T2, because decks against them didn't have robust removal spells, but a simple StP is enough to stop the duo, while it takes 2 to stop Razia+Akroma from beating you bloody and they've probably dealt 12 to you already before you get a chance to StP. Not to mention, you take aeons to kill with Trike+Meph, while it takes only 2 turns from the Angel-pair. So I'd personally use Titans, Tooths, 1 Razia and 1 Akroma (notice how both, Razia and Akroma survive Fire too, Razia can redirect 3 points to Akroma is nothing else is in play, and Akroma is pro-red).

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Eldariel
    I'm not arguing Razia+Akroma instead of Titans, I definately would play Titans regardless (it's probably the best card in the deck). I'm arguing playing them instead of Trisk and Meph, since Trike and Meph aren't going to accomplish a whole lot in a format with removal and Needle having a strong presence. They were good in T2, because decks against them didn't have robust removal spells, but a simple StP is enough to stop the duo, while it takes 2 to stop Razia+Akroma from beating you bloody and they've probably dealt 12 to you already before you get a chance to StP. Not to mention, you take aeons to kill with Trike+Meph, while it takes only 2 turns from the Angel-pair. So I'd personally use Titans, Tooths, 1 Razia and 1 Akroma (notice how both, Razia and Akroma survive Fire too, Razia can redirect 3 points to Akroma is nothing else is in play, and Akroma is pro-red).
    I'll test it, but I really like Trisk-Vamp. I was just testing and I kill someone with Kiki-Trisk-Vamp. Thats a little faster than Razia and Akroma, especially since you can cast Trisk without a Lotus. I like the versatility it offers over the fact clock. Here is my most recent list:

    // Lands
    6 [AN] Mountain
    4 [TE] Ancient Tomb
    4 [EX] City of Traitors
    4 [MM] Sandstone Needle
    4 [MM] Hickory Woodlot

    // Creatures
    1 [MR] Triskelion
    1 [FD] Mephidross Vampire
    4 [DS] Sundering Titan
    1 [CHK] Kiki-Jiki, Mirror Breaker

    // Spells
    4 [US] Worn Powerstone
    4 [JU] Burning Wish
    4 [MR] Talisman of Impulse
    4 [UD] Thran Dynamo
    4 [MR] Gilded Lotus
    2 [9E] Wildfire
    2 [P3] Burning of Xinye
    4 [GP] Gruul Signet
    3 [MR] Tooth and Nail

    // Sideboard
    SB: 1 [OD] Firebolt
    SB: 1 [5E] Tsunami
    SB: 1 [SC] Decree of Justice
    SB: 1 [9E] Stone Rain
    SB: 1 [PT] Pyroclasm
    SB: 1 [A] Regrowth
    SB: 1 [ON] Slice and Dice
    SB: 1 [PT] Boiling Seas
    SB: 1 [LG] Chain Lightning
    SB: 1 [US] Meltdown
    SB: 1 [P3] Burning of Xinye
    SB: 1 [GP] Shattering Spree
    SB: 1 [PS] Hull Breach
    SB: 1 [MR] Tooth and Nail
    SB: 1 [SC] Decree of Annihilation

    Roop

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    Re: [Deck] Wildfire: Mana + Bombs

    Mmm, you sure you need that many wish targets? I mean, Stone Rain, Tsunami (you've got Boiling Seas and if you cast Wish, you've got red), Firebolt (you'll usually just rather play Chain Lightning if you want to kill someone, and for 2-toughness critters, you've got 'Clasm) and Meltdown (Shattering Spree much?) seem pretty redundant. If you removed the excess fat at the side, you could add actual sideboard cards too (like 4 Pyroclasms for Gobbos).

  14. #14
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    Evil Roopey's Avatar
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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Eldariel
    Mmm, you sure you need that many wish targets? I mean, Stone Rain, Tsunami (you've got Boiling Seas and if you cast Wish, you've got red), Firebolt (you'll usually just rather play Chain Lightning if you want to kill someone, and for 2-toughness critters, you've got 'Clasm) and Meltdown (Shattering Spree much?) seem pretty redundant. If you removed the excess fat at the side, you could add actual sideboard cards too (like 4 Pyroclasms for Gobbos).
    Redunancy was what I was going for, but I did completely forget that Shattering Spree is all the Artifact removal I'll need. Maybe 4 Clasm can get back in there, although I doubt its needed.

    Roop

  15. #15
    The Anti-Christ
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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Eldariel
    (notice how both, Razia and Akroma survive Fire too, Razia can redirect 3 points to Akroma is nothing else is in play, and Akroma is pro-red).
    Just a Nitpick but this isn't correct. Razia's ability targets and Razia is red. You said it yourself, Akroma is pro-RED. Just thought I'd point that out.
    I do love the deck though. I really don't think the tooth route is better than just plain Wildfire, but if you guys can test it out I'd be happy to change my mind. I was considering making a wildfire deck for this contest, but I didn't think it was powerful enough in legacy. You proved me wrong here.

  16. #16
    Faerie Godfather

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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Lord Dralnu
    Just a Nitpick but this isn't correct. Razia's ability targets and Razia is red. You said it yourself, Akroma is pro-RED. Just thought I'd point that out.
    I do love the deck though. I really don't think the tooth route is better than just plain Wildfire, but if you guys can test it out I'd be happy to change my mind. I was considering making a wildfire deck for this contest, but I didn't think it was powerful enough in legacy. You proved me wrong here.
    Lol, good catch. Then they aren't Wildfire-proof, but Akroma sure as heck is. Spirit of the Night would be, but...Vigilance>toughness. Especially, since if opponent has actual creatures (like, y'know, whenever Vigilance is relevant), you can redirect the damage dealt to those creatures anyways, be it combat damage or Wildfire (since the damage is dealt simultaneously and state-based effects are only checked after spell has finished resultion and replacement effect takes place while the spell is resolving...well, you know the drill) or Lightning Bolt.

  17. #17

    Re: [Deck] Wildfire: Mana + Bombs

    What happens if someone actually decides to run artifact hate in the board like Shattering Spree or Artifact Mutation?
    Art Gallery: www.vegeta2711.deviantart.com

    For those saying you should win a tournament before calling people retarded, well, I did win one. And you guys are retarded.
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  18. #18
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    Danarim's Avatar
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    Re: [Deck] Wildfire: Mana + Bombs

    What happens if someone actually decides to run artifact hate in the board like Shattering Spree or Artifact Mutation?
    I guess Shattering Spree is a good option vs this deck, but it isn't played often (it does nothing vs chalice with a single counter and sucks vs trinisphere, the artifacts red decks hate the most), while the rest of the spot removal doesn't affect it much.

  19. #19
    Bryant Cook
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    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Danarim
    I guess Shattering Spree is a good option vs this deck, but it isn't played often (it does nothing vs chalice with a single counter and sucks vs trinisphere, the artifacts red decks hate the most), while the rest of the spot removal doesn't affect it much.
    Shattering spree takes care of chalice. There not spells they're copies of spells like storm.

  20. #20

    Re: [Deck] Wildfire: Mana + Bombs

    Quote Originally Posted by Danarim
    I guess Shattering Spree is a good option vs this deck, but it isn't played often (it does nothing vs chalice with a single counter and sucks vs trinisphere, the artifacts red decks hate the most), while the rest of the spot removal doesn't affect it much.
    Oh really? I find the suprising since if you could knock out the major mana accelerant from the old Wildfire decks you usually bought yourself infinite turns. Because even if they had another one, you got a Time Walk out of the deal. It's not supposed to be a complete solution, but for an aggressive deck like Goblins or even Burn it seems viable.

    On that note, have you considered Sun Droplet or Bottle Gnomes for the Goblins match?
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    For those saying you should win a tournament before calling people retarded, well, I did win one. And you guys are retarded.
    Kyle Boddy, re: legacy players, Winner of SCG Seattle 5k

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