Disco Inferno

by belril on 14 April 2010

Main Deck (60 cards)

Sideboard (6 cards)

Instants (6)

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Deck Description

Burn is a big deal with this deck. The burn is there for everything: creature hate, opponent hate, planeswalker hate, you name it, this deck hates on it. There are a few key cards in this deck:

1) Ball Lightning variants. They're fast, they're big, and in the case of Elemental Appeal, they come back with Chandra. Elemental Appeal goes off on turn 4, Zektar Shrine Expedition on Turn 5. It's a great way to take charge of the mid-game.

2) Valakut. I'm not maximizing its potential here, with lots of Harrows and Khalani Heart Expeditions, but it doesn't matter. Armillary Sphere is plenty good at putting land in my hand, and it means that in the late game, drawing land doesn't spell my doom. Instead, I'm drawing Lightning Bolts. With multiple copies of Valakut on the field, I sometimes prefer to draw land instead of a burn spell, just because I can set off a freakin' firestorm whenever a mountain hits play.

3) Quest for Pure Flame. It's really easy to have a colossal turn with this thing. Set it off at the beginning of my main phase. Drop a land. All of a sudden, Valakut's hitting for 6. Comet Storm becomes absolutely ridiculous. Chandra's ultimate is just comical.

4) Chandra. Obviously, the centerpiece of this deck is Chandra Ablaze. Some people say she's she's not cost-efficient enough, but I disagree. When I've been playing this deck, Chandra hits the field at exactly the right time, and more often than not, I'll be ready to roll with her in a few turns. In some of the early debates about her that I've seen, people have been bemoaning her -2 ability (both players discard their hand, then draw three cards), but I've been able to turn it into copious card advantage more times than I can count. Once I've played out, and start top-decking at around turn 6 or 7, Chandra can give me half my hand back, usually taking away a bomb or some other cards my opponent has been holding. Her ultimate is a finisher. Cast from the graveyard, cards can get kicked, which is perfect for Elemental Appeal. Heck, who wouldn't want a 14/1 Trampler for 5? Not to mention bringing back all the burn I've thrown away to deal with past threats, or just whittle down my opponent. So yeah, Chandra rocks. Strategy tip: rather than using her ultimate twice (or getting her to where she can save herself to use her ultimate) just pack your graveyard with enough stuff to kill your opponent, which may mean drawing three when you'd rather be blowing stuff up, but hey, s&*t happens.

Deck Tags

  • Burn

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

000580

Card Legality

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

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