Malakai
03-07-2013, 11:34 AM
The basic premise:
Punishing Fire + Grove of the Burnwillows is a powerful and extremely resilient combo against fair decks. Each card does something on its own, even if 1R Shock is mediocre, it's not dead. Traditionally, the combo has only been played in non-blue midrange and decks claiming to be aggressive. It seems to me that the card selection power of blue could be very good at assembling and leveraging the combo, and at protecting it post board.
The shell:
4 Brainstorm
4 Swords to Plowshares
3-4 Force of Will
4 Punishing Fire
3 Jace, the Mind-Sculptor
From there, there are two basic approaches.
Aggro-Control
This deck is going to want to leverage some amount of creatures to kill the opponent. Prime candidates are Snapcaster Mage, Vendilion Clique, Restoration Angel, Geist of Saint Traft, Delver of Secrets, and so on. It is important to note that while this approach is much faster than the one below, it is not a tempo deck. We are not trying to do a RUG impression.
"Pure control"
This deck is going to want to leverage a lot of countermagic as well as cards like moat and/or humility, very little creatures, and will try to kill the opponent either with Punishing Fire itself, or Jace. While this approach may have merits, it is not what this thread is about.
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Here's my take so far at a possible build:
4 Brainstorm
4 Force of Will
4 Punishing Fire
4 Swords to Plowshares
3 Jace, the Mind-Sculptor
3 Ponder
3 Snapcaster Mage
3 Vendlion Clique
2 Restoration Angel
4 Delver of Secrets
2 Counterspell
1 Life from the Loam
4 Flooded Strand
4 Scalding Tarn
1 Plains
1 Mountain
3 Island
4 Grove of the Burnwillows
3 Tundra
3 Volcanic Island
Delver of Secrets:
This is probably the card I like the least. It does one thing only, but it does it well: kill them.
Ponder:
We don't want to be in a scenario where we only have one half of our combo.
Restoration Angel:
3/4, Flying, Flash. The other ability usually doesn't come up, but every once in a while you'll be able to blank a piece of removal by jumping your guy.
Vendilion Clique:
When you actually get to hit someone with Clique, the card is amazingly good. Punishing Fire lets us do that.
Counterspell:
We don't want Spell Snare as Punishing Fire answers most of the things that cost two. This answers the rest.
Snapcaster Mage;
A flash beater with upside that should be able to get through with the help of our removal suite.
Life from the Loam:
A nice value card that let's us get back our groves. The mana base might have room for a wasteland or two somewhere, making this card much better, but I would advise against it. Could probably be cut.
I'd be interested in seeing what other people come up with.
Punishing Fire + Grove of the Burnwillows is a powerful and extremely resilient combo against fair decks. Each card does something on its own, even if 1R Shock is mediocre, it's not dead. Traditionally, the combo has only been played in non-blue midrange and decks claiming to be aggressive. It seems to me that the card selection power of blue could be very good at assembling and leveraging the combo, and at protecting it post board.
The shell:
4 Brainstorm
4 Swords to Plowshares
3-4 Force of Will
4 Punishing Fire
3 Jace, the Mind-Sculptor
From there, there are two basic approaches.
Aggro-Control
This deck is going to want to leverage some amount of creatures to kill the opponent. Prime candidates are Snapcaster Mage, Vendilion Clique, Restoration Angel, Geist of Saint Traft, Delver of Secrets, and so on. It is important to note that while this approach is much faster than the one below, it is not a tempo deck. We are not trying to do a RUG impression.
"Pure control"
This deck is going to want to leverage a lot of countermagic as well as cards like moat and/or humility, very little creatures, and will try to kill the opponent either with Punishing Fire itself, or Jace. While this approach may have merits, it is not what this thread is about.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here's my take so far at a possible build:
4 Brainstorm
4 Force of Will
4 Punishing Fire
4 Swords to Plowshares
3 Jace, the Mind-Sculptor
3 Ponder
3 Snapcaster Mage
3 Vendlion Clique
2 Restoration Angel
4 Delver of Secrets
2 Counterspell
1 Life from the Loam
4 Flooded Strand
4 Scalding Tarn
1 Plains
1 Mountain
3 Island
4 Grove of the Burnwillows
3 Tundra
3 Volcanic Island
Delver of Secrets:
This is probably the card I like the least. It does one thing only, but it does it well: kill them.
Ponder:
We don't want to be in a scenario where we only have one half of our combo.
Restoration Angel:
3/4, Flying, Flash. The other ability usually doesn't come up, but every once in a while you'll be able to blank a piece of removal by jumping your guy.
Vendilion Clique:
When you actually get to hit someone with Clique, the card is amazingly good. Punishing Fire lets us do that.
Counterspell:
We don't want Spell Snare as Punishing Fire answers most of the things that cost two. This answers the rest.
Snapcaster Mage;
A flash beater with upside that should be able to get through with the help of our removal suite.
Life from the Loam:
A nice value card that let's us get back our groves. The mana base might have room for a wasteland or two somewhere, making this card much better, but I would advise against it. Could probably be cut.
I'd be interested in seeing what other people come up with.