Flame Away

by jkoay1 on 17 March 2011

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Instants (6)

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Deck Description

Here's a deck i play built around mana efficiency Using Flamekin Harbinger to tutor 2, 3 or 4 cmc hasty elementals to set up early game turns. Wargear Makes math fun. Oh how i love casual.

Potentially:
Ball Lightning + Gear = 10 damage
Hellsparks + Gear = Ball Lightnings with Unearth: 12 damage
Hell's Thunder + Gear = Flying 7/6 Damage with more unearth. 14 damage
Blood Knight + Gear = 5/4 First Striker on Third Turn Swing.
Keldon + Gear = 1+6+1 Damage. Disposable Jail Bait for creature removal. Ha.
Harbinger + Gear = 4/3 disposable creature? Sure.

Protection from red? Trample & Unstable Footing win.
Bah. Doran? Rhox? My Blood Knight is still sexier.
Discard? Counters? Unearth + Banefire win. Bahaha. You and your silly cryptic commands.
Indestructible? Ram-Gang wither that Dark Steel Myr!
Weenie? Tokens? Keldon Marauders in Pyroclastic ecstasy.
For Everything else? Theres MasterCard.

Wheres Goblin Guide you might ask? Probably with Tamogoyf eating a Black Lotus somewhere.
Flamekin Harbringer; Managing mana and money ftw.

Flame Away.



Deck Tags

  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

000500

Card Legality

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

Deck discussion for Flame Away

With everything at 3 CC or lower, I really question whether you 'need' 22 lands. You should be able to drop to 20 Mountains without incident.

Also, I would seriously consider Flame Slash (it's such a good underrated card). While a target creature sorcery, it could help clear the way for your 'hell rollers' to ensure maximum damage.

Any criticism you can offer is much appreciated.

0
Posted 17 March 2011 at 07:02

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In regards to Flameslash. I think a bolts can take out most things with flying anyway. But nonetheless it defenitely is an underated card that i'll have to play test. Eats alot of creatures built around bolts. And even 5 toughness creatures with Keldon Marauders~ Pesky Leatherback Baloths D:

Anyway after going through some rough math. I believe you are correct about the 20 lands.
The rest is just the calculations. Which probably is a pain to read.

Cheers

hmm lets say we run 20. Giving rough estimates it's 33% chance to grab a land first draw. Fluctuating around plus/minus 1% after each subsequent draw ;which i'll count as negligible. Opening hand would hence give 2.33 lands.

What I'm aiming for is 3 lands by turn 3, otherwise i consider it mana deceleration rofl.
Anyway by turn 3, you'd have drawn 8 ,9 or 10 cards. Depending on who starts and also if
getting a Harbinger in your opening hand (47%) and play it. Harbinger will negate the chance of getting a land on your next draw. So it's minus 1 draw count.
Hence 8 cards if you go first and play a harbinger.

It's roughly 25% chance to get 8 or 10 cards
It's 50% chance to get 9 cards.
So on average, you'll have 9 draws that have a 33%chance of getting land by turn 3.
Which averages to 3 lands. Sweet.


0
Posted 17 March 2011 at 15:37

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