The Grim Reaper
12-29-2007, 05:04 PM
The Burning of Xinye
The Grim Reaper
Spells:
2x Burning of Xinye
2x Wildfire
4x Burning Wish
4x Trinisphere
4x Chalice of the Void
4x Bottled Cloister
Win:
3x Sundering Titan
3x Crater Hellion
Sauce:
4x Gilded Lotus
3x Gruul Signet
3x Talisman of Impulse
4x Thran Dynamo
4x Sandstone Needle
4x City of Traitors
4x Ancient Tomb
8x Mountain
SB
1x Burning of Xinye
1x Hull Breach
1x Life from the Loam
1x Recoup
1x Tooth and Nail
1x Devastation
3x Decree of Anihilation
4x Pyroclasm
1x Shattering Spree
1x Insurrection
Card Choices
Wildfire: Makes short work of 90% of the creatures in the format and will likely destroy of their lands, leaving you with tons of artifact mana to work with. Wildfire is simply unfair in this deck.
Chalice of the Void: A very underrated card. Strong against combo and decks with a low curve like Threshold. This card is key, along with Trinisphere, in standing a chance against combo.
Trinisphere: Resolve this after you cast a wildfire or cycled decree of anihilation and you win. It was banned in vintage for a reason. Has great synergy with the rest of the deck.
Burning Wish: A 2 mana tutor to find an answer or a win condition.
Sundering Titan: Complements Wildfire and Artifact mana and wrecks most mana bases in Legacy. Easily castable by turn 4 or 5, sometimes as early as turn 3. A solid win condition which is synergestic with the rest of the deck.
Crater Hellion: Wildfires 5-7 with attatched beatstick. Again, this card kills most creatures in the format. Pay the echo cost if you need a beater or simply use it as another board sweeper. Strong win condition.
Mana things: At first you might think, "Why use signets and talismans? Are we back in type 2?" I'm afraid not. Signets and talismans allow you to precious colored mana while at the same time providing early acceleration. I personally have a bit of a hard on for Thran Dynamo, dont ask why. The signets / dynamos / talismans / lotuses provide the mana you need to still cast 6+ cost spells after you cast wildfire. This deck needs a lot of mana acceleration to sustain its grip of power. I would appreciate suggestions if there are better mana accelerants out there, but keep in mind they must be permanent. (ie no Lotus petal)
Sideboard: The SB contains 4x Pyroclasm to side in against goblins and 3x Decree of Anihilation to destroy control. A cycled decree spells good game against most control decks, especially when combined with 3sphere. The wishboard contains many answers which come out of left field, such as Tooth and Nail and Insurrection. Any input on cards which would be better suited here would be appreciated.
Deck Strategy
Piloting this deck is quite simple: Accelerate mana early game and resolve big spells late game. Disrupt opponent with Chalice/Trinisphere along the way. The key to Xinye's strategy is to resolve a Dynamo/Lotus and then drop wildfire. This will leave your opponent with no mana, and you wilh tons of it. Follow it up with a trinisphere or win condition and they're toast.
Playing this deck is a lot of fun. Getting ridiculous amounts of mana by turn 3/4 is commonplace here and allows your inner Timmy to flourish. Opponents will often not see your big board sweepers coming, especially Decree of Anihilation against control, so use that to your advantage game one and you will succeed.
Match-Ups:
Goblins: A very favourable matchup. If you can resolve an early board sweeper, you win. Goblins cannot normaly recover from a wildfire. Post-board pyroclasms reduce their chances to slim to none.
Threshold: Decent matchup, though less than 50%. The problem is, you run very few actual win conditions, making Threshold's day pretty easy with Daze/FoW, etc. If you can resolve a wildfire, however, you will destroy their mana base as well as all creatures save Tarmogoyf.
Fast Combo (Tendrils based, belcher): Coin-flip matchup. With no disruption you can accelerate mana very quickly and drop things like Chalice and Trinisphere along the way. Unfortunately combo can do what it does best and take you out of the picture before you can cast a damn thing.
Slow Combo (High tide): More favourable matchup. A resolved Wildfire/Chalice/Trinisphere spells big trouble for high tide, as they desperately need lands to go off.
Aggro Variances: Easy matchup. Resolve wildfire/crater hellion and win.
Control: Poor match-up. If they counter your win conditions, which you have very few of, they will win. Fortunately, we have a little trick up our sleeve in Decree of Anihilation in the sideboard. It is an uncounterable armageddon, which will completely destroy most control decks. Keep in mind they will only let you resolve burning wish once ;).
Thanks all, and I of course appreciate any comments you might have!
-Grim
The Grim Reaper
Spells:
2x Burning of Xinye
2x Wildfire
4x Burning Wish
4x Trinisphere
4x Chalice of the Void
4x Bottled Cloister
Win:
3x Sundering Titan
3x Crater Hellion
Sauce:
4x Gilded Lotus
3x Gruul Signet
3x Talisman of Impulse
4x Thran Dynamo
4x Sandstone Needle
4x City of Traitors
4x Ancient Tomb
8x Mountain
SB
1x Burning of Xinye
1x Hull Breach
1x Life from the Loam
1x Recoup
1x Tooth and Nail
1x Devastation
3x Decree of Anihilation
4x Pyroclasm
1x Shattering Spree
1x Insurrection
Card Choices
Wildfire: Makes short work of 90% of the creatures in the format and will likely destroy of their lands, leaving you with tons of artifact mana to work with. Wildfire is simply unfair in this deck.
Chalice of the Void: A very underrated card. Strong against combo and decks with a low curve like Threshold. This card is key, along with Trinisphere, in standing a chance against combo.
Trinisphere: Resolve this after you cast a wildfire or cycled decree of anihilation and you win. It was banned in vintage for a reason. Has great synergy with the rest of the deck.
Burning Wish: A 2 mana tutor to find an answer or a win condition.
Sundering Titan: Complements Wildfire and Artifact mana and wrecks most mana bases in Legacy. Easily castable by turn 4 or 5, sometimes as early as turn 3. A solid win condition which is synergestic with the rest of the deck.
Crater Hellion: Wildfires 5-7 with attatched beatstick. Again, this card kills most creatures in the format. Pay the echo cost if you need a beater or simply use it as another board sweeper. Strong win condition.
Mana things: At first you might think, "Why use signets and talismans? Are we back in type 2?" I'm afraid not. Signets and talismans allow you to precious colored mana while at the same time providing early acceleration. I personally have a bit of a hard on for Thran Dynamo, dont ask why. The signets / dynamos / talismans / lotuses provide the mana you need to still cast 6+ cost spells after you cast wildfire. This deck needs a lot of mana acceleration to sustain its grip of power. I would appreciate suggestions if there are better mana accelerants out there, but keep in mind they must be permanent. (ie no Lotus petal)
Sideboard: The SB contains 4x Pyroclasm to side in against goblins and 3x Decree of Anihilation to destroy control. A cycled decree spells good game against most control decks, especially when combined with 3sphere. The wishboard contains many answers which come out of left field, such as Tooth and Nail and Insurrection. Any input on cards which would be better suited here would be appreciated.
Deck Strategy
Piloting this deck is quite simple: Accelerate mana early game and resolve big spells late game. Disrupt opponent with Chalice/Trinisphere along the way. The key to Xinye's strategy is to resolve a Dynamo/Lotus and then drop wildfire. This will leave your opponent with no mana, and you wilh tons of it. Follow it up with a trinisphere or win condition and they're toast.
Playing this deck is a lot of fun. Getting ridiculous amounts of mana by turn 3/4 is commonplace here and allows your inner Timmy to flourish. Opponents will often not see your big board sweepers coming, especially Decree of Anihilation against control, so use that to your advantage game one and you will succeed.
Match-Ups:
Goblins: A very favourable matchup. If you can resolve an early board sweeper, you win. Goblins cannot normaly recover from a wildfire. Post-board pyroclasms reduce their chances to slim to none.
Threshold: Decent matchup, though less than 50%. The problem is, you run very few actual win conditions, making Threshold's day pretty easy with Daze/FoW, etc. If you can resolve a wildfire, however, you will destroy their mana base as well as all creatures save Tarmogoyf.
Fast Combo (Tendrils based, belcher): Coin-flip matchup. With no disruption you can accelerate mana very quickly and drop things like Chalice and Trinisphere along the way. Unfortunately combo can do what it does best and take you out of the picture before you can cast a damn thing.
Slow Combo (High tide): More favourable matchup. A resolved Wildfire/Chalice/Trinisphere spells big trouble for high tide, as they desperately need lands to go off.
Aggro Variances: Easy matchup. Resolve wildfire/crater hellion and win.
Control: Poor match-up. If they counter your win conditions, which you have very few of, they will win. Fortunately, we have a little trick up our sleeve in Decree of Anihilation in the sideboard. It is an uncounterable armageddon, which will completely destroy most control decks. Keep in mind they will only let you resolve burning wish once ;).
Thanks all, and I of course appreciate any comments you might have!
-Grim