Quick Tricks (Budget)

by CiaranMadgrin on 21 February 2015

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

Well, Standard finally gets a deck from me. And let me tell you, thinking of this deck with the sets I have was painful. The options to make this deck fun and somewhat competitive (in a mediocre way) was so limited from what I saw. But, nonetheless, here it is, my shot at standard: Quick Tricks, AKA Bouncing Babies.

IF YOU HAVE ANY RECOMMENDATIONS FOR THE DECK, FEEL FREE TO DROP A COMMENT!! I would love to watch this deck get stronger!! This deck can come out of the budget area if needed!!

How to Play

The general idea of this deck is that you'll be bouncing your own creatures with the enter the battlefield effects to abuse them maliciously. Quickling is a fun choice, but Roaring Primodox is the real star here, bouncing something every turn. Before you play him, play a Enter The Battlefield effect creature, and then let him bounce them for stupid fun combos. Two Primodox and two ETB creatures makes all sorts of chaos happen, and the longer the game goes, the more possibilities! Enjoy!

Deck Tags

  • Bounce
  • Budget

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 904 times.

Mana Curve

Mana Symbol Occurrence

0330016

Card Legality

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

Deck discussion for Quick Tricks (Budget)

I like the idea of this deck, and it might work well. I have some of the cards in this deck and have used them in my own B/G deck, which is hard to perfect but can be the bomb. My only problem with this is you don't have a card to feed off of, or give that extra mmph to the deck. Roaring Primadox is a good card, but that is what seems to be the leader of the deck. You need something that will really feed off other cards (e.g. Seraph of the Masses in a white deck). Stormtide Leviathan, one of my favorites, will allow those tokens that Coral Barrier brings out to do some real damage. Or maybe use a Thousand Winds to return even more tapped creatures on your opponents side to their hands, then allowing you to swing everything, or at least most of it, and do some real damage and win the game.

Good idea, but the deck needs a leader. Something with extra mmph.

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Posted 22 February 2015 at 01:13

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That's kind of the problem with standard. Those can be a powerful addition to the deck, but there is almost no way in this deck to build up to that point. This deck so far is just a fun casual standard deck with a nifty idea, and your right, it doesn't really have any mmph. The problem is, I don't really have any ideas on U/G cards in standard that have powerful enter the battlefield effects that can get you to a point where I can add in something as a finisher or a leader. So far, the deck has no leader, but the potential of a whole group to pull of an underdog victory. I've played with an idea about +1/+1 counters, but Theros and Khans really push there own mechanics instead of supporting a deck like this, which is the main reason I can't stand standard.

I feel that the new Standard format forces you to comply with the new mechanics instead of allowing you to create your own ideas. Theros heavily hits decks like Quick Tricks, slamming so much Enchantment, devotion, and Heroic everywhere that no other decks could really come out and shine. Khans is a fun new set with 5 new decks to shine, but it does the same thing as Theros, it doesn't have enough variety in the different aspects of the Game other than the new ideas. I understand it's to promote the new sets so you buy more new cards, but it's unfair to people that don't want to stick to the decks that clog up standard. You can be creative with the Khans, but only with the Khans stuff. It's hard for decks like this to be built without really stretching yourself thin or limiting yourself too much. That's really what makes me not play Standard. It's too limited.

I had one idea about doing a Bounce Constellation deck, but I can't seem to get that working either. I love this deck idea a lot. After making a Modern version of it, I really want to see a Standard version that isn't as hindered. Cards like Stormtide are to mana heavy, and Thousand Winds's kind of works against the flow of the deck. I agree, it needs something to give it a harder hit, but i just can't figure out what.

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Posted 22 February 2015 at 02:28

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