RU spells (Arena deck)

by B34nW4lk3r on 29 April 2021

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

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Deck Description

RU spells. Play a tempo game of pushing your side and screwing over opponents.

How to Play

Ok, so now the idea of the deck is to copy Serpentine Curve/Experimental Overload after filling your grave with spells like Opt, Fire Prophecy, Teach By Example, and make a bunch of big dudes. There's also the route of going with Double Vision and Alrund's Epiphany to gain a bunch of extra turns and just take the game by storm

Deck Tags

  • Control
  • Tempo
  • Token
  • Card Advantage
  • turns
  • Arena

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 976 times.

Mana Curve

Mana Symbol Occurrence

0400220

Deck Format


Standard

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for RU spells (Arena deck)

Inescapable blaze is no longer standard legal as a heads up if thats the format you're going for.

That aside, and take my opinion with a grain of salt, as I haven't paid attention to the standard meta that much recently, but I think this deck has a slight identity crisis. You're description says you're going for a tempo game, but to me the deck doesnt appear to have a way to win very fast. There is a lot of cards over 4 cmc and ideally, at least when I think of "tempo" decks- you should be trying to win before you'd be even able to cast those cards. If you're going for tempo, in my mind you need earlier threats that push to win, while you stall your opponent from developing their own board. Keep everything super low to the ground. If you want to keep the big cost cards, you probably need to do the opposite- find the MOST powerful high cost cards- ones that for sure will win when you play them, and then prevent ur opponent from doing everything else beforehand. This deck kind of has a bit of both and I feel like that'll hurt it.

In short my summation of the archetypes are almost opposites:
tempo- earlier threats, then prevent opponent from interacting with them/outracing you
control- late threats, prevent your opponent from winning until you can play them

apologies if this is all know/redundant information- but thats at least how im seeing it right now.

If you're going for tempo my first move would be to cut all the large spells, and replace them with low to the ground creatures (or something) that benefit from you playing a ton of spells (think monastery swiftspear- im sure strixhaven has some magecraft cards you can take advantage of), and preferably those spells have a way of drawing or finding more spells to keep the engine going.

Good luck with the build! Hope there's something helpful in that wall of nonsense I just wrote haha. Hopefully someone more familiar with current standard can chime in also

1
Posted 29 April 2021 at 04:28

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I can see the tempo in this deck :)

Tempo isn't always the same as speed, it's more involved with the ability to do stuff every turn, so slow tempo is "a thing"

Tempo have had a long history of being misunderstood, but the term for casting stuff really fast is something else
(The term has slipped my mind, I know the damn word, but not right now))

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Posted 29 April 2021 at 05:39

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It's there. I just think it's watered down, and could be more focused.

And the other term you're looking for might be aggro or blitz or something to that affect. Which i think is different. But without getting too in the weeds, tempo to me is like an aggro deck with light control elements to enable it. The label probably doesnt matter though haha



1
Posted 29 April 2021 at 05:48

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Most of the time, when pro's talk tempo, they will tell you that tempo is relative.
It can actually perform a rock, paper, scissors move with three decks.
Just like you can ask "which deck is the aggro" in a matchup, the same question can be asked with tempo.

The other term I can't remember is sort of like ramping, but only once like with dark ritual.

I got a deep past with theories, and have a high number of theories that I produced myself.

One of my more insane theories I called "windows" and the overall concept was that magic is a game of opening windows of opportunity for yourself, while shutting down any windows your opponent tries to open.
The concept expanded into the idea that the more abilities a card have, the more you manipulate the windows in the game. In theory it should be possible to brew up a windows deck, but I never tried hard at building it.

I got so many posts in mtgvault covering some truly bizarre ways to gain the upper hand.

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Posted 29 April 2021 at 06:19

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I like this comment. Wisley put.

2
Posted 29 April 2021 at 14:11

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yeah hope something helped! good luck with the build B34nW4lk3r

And to respond to wdm-
yeah tempo CAN be a few things- like the archetypal tempo deck to me is like modern merfolk- it can do it all but its still based around low to ground/early threats. Its versatile, but does have an early game plan.

your windows concept sounds like utility-type decks to me, or non-linear type things- decks with options. they're definitely out there- I'd probably put a few midrange decks in that category also like jund. But he was just looking for help so the categories dont really matter- my main thing was that I think he probably needed a more realized game plan- whatever plan he ends up with - label to be determined.

1
Posted 29 April 2021 at 14:52

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I'm not really sure that the world has seen its first window deck yet :)
A few of my own deck are scratching the surface of the concept, but I've never really got the courage to actually build it.

One of my better examples of the concept is usually jorubai murk lurker...
It only has one ability, but it's the reasons involved in picking it that is window-like.

Everytime phantasmal image is seeing play in modern through the builds of elemental, human, merfolk and others
Jorubai murklurker will be in my deck to close the window on those players trying to exploit it. By simply giving phantasmal image lifelink it is killed.

That is the level at which window decks will operate. Every card in the deck will have multiple uses.

Jorubai murk lurker has a single ability, and when discussing windows it must be made clear that the deck will have to be filled with cards that all have several abilities like command spells (like kolaghan's command) and planeswalkers and guildmages (like azorius guildmage)

I think the overall barrier for windows decks is that very few people will be capeable to build them, myself included.
I do study the past deckdesigns in order to catch cyclical recurrences like phantasmal image, but to build a windows deck is probably beyond my own scope of vision. I'm smart, bordering at genius level, but windows is simply outclassing me by how smart I would have to be to design it. It's why the concept got deemed crazy. It's too insane to try to build it.

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Posted 29 April 2021 at 19:57

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