Upkeep of Fire

by Koakuma on 16 September 2015

Main Deck (60 cards)


Enchantments (4)


Land (24)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

A deck about Braid of Fire. Decimate your enemies with powerful spells and abilities that you can activate repeatedly!

Card explanations:

Earthen Goo -
A powerful beater and one of the win conditions of the deck. It will eat an entire braid of fire by itself, so be warned.
Reckless Wurm -
Discard fodder. For 3RR you can cast Tormenting Voice/Wild Guess and get a 4/4 body.
Rift Elemental -
In here solely for its powerful ability, Rift Elemental allows you to reiterate Arc Blade as many times as you want.

Arc Blade -
One of the win conditions of the deck. You can activate it with Rift Elemental for the low cost of 3RRR, and then it'll suspend itself again.
Shattered Perception -
A strong draw spell. Use this in the beginning of the game to dig for Braids of Fire.
Tormenting Voice/Wild Guess -
See Shattered Perception. These are more useful in the endgame when you draw a mountain you don't need.

Lightning Bolt -
Staple "hold off the enemy until you're stable" spell. Can be reiterated later.
Reiterate -
A copy spell for if you want to cast Searing Wind or Lightning Bolt every turn. Can also copy Tormenting Voice/Wild Guess. Shattered Perception's discard isn't a cost, so you won't do well to copy that.
Searing Wind -
Endgame spell for Braid. Can be used to finish your opponent for cheaper than activating Arc Blade 5 times.

Braid of Fire -
The core of the deck. Without these, you won't even come close to winning.

How to Play

Due to its rapid growth, this deck has multiple phases. I will explain them here.

Phase one: Digging. The goal of this phase, typically over the first two to three turns of the game, is to use your discard-to-draw cards to pull a Braid of Fire. You will have two to three mana when this phase ends.

Phase two: Charging. This phase is the iffiest phase of the deck, and is the phase immediately after playing Braid of Fire. You are vulnerable due to your lack of mana. The more braids you can play at once mitigates the time you are in this phase. Lightning Bolt is here to help you at this phase. You should have about four to five mana when this phase ends.

Phase three: Stabilizing. This phase is when the tide of battle turns. Hopefully around turn 4 (or before), it is when your braids pick up speed and you have some powerful presence out, such as an earthen goo or two, or an arc blade and rift elemental. You should have about seven or eight mana (including braids) when this phase ends.

Phase four: Ending. This is the final steamroll phase. This is the point where you reiterate Arc Blade four times in a single turn, or reiterate Searing Wind, or have an 8/8 earthen goo.

Deck Tags

  • Braid of Fire
  • Mono Red
  • Modern

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,083 times.

Mana Curve

Mana Symbol Occurrence

000480

Card Legality

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

Deck discussion for Upkeep of Fire

to post a comment.