Arcane Ascension

by Luzifer on 22 October 2009

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

This originally started as just a flucky idea to make an Arcane based deck, but then as I played with it, I tossed in pyromancer's accession and the thing became an absolute blast to play. It may not be the most resilant deck but it is a ton of fun.

Card Choices:

Pyromancer's Ascension: This card is very very easy to set up in this deck. You will be casting alot of cantrips and will have more than enough ways to dig through your deck to cast spells multiple times, especially with Ideas Unbound, Murmurs from Beyond, and Sift through Sand filling your graveyard.

Reach through Mist, Peer Through Depths, Sift Through Sands: These are your enablers. The basic premise is to cast one of these and then splice Either Glacial Ray or Consuming Vortex. These will replace themselves, granting you card advantage or taking away the cardloss of bouncing. Peer is particularly nice for getting those Pyromancer's or the second copies of spells you might want for quest counters

Ire of Kaminari: this is your finisher, this can easily be cast for 10+ damage BEFORE its copied. Its also very strong just for burning creatures as by the time you get mana to cast it it will be at least three, probably more if you cast an Ideas Unbound.

Ideas Unbound: Allows you to filter your hand, dig through your deck and put spells in the yard to set up quest counters. It also plays nice with splice.

Murmurs from Beyond: The only card that will, by itself, actually generate card advantage, however your opponent gets to choose what 2 of the three cards you get. However, the spell they will most likely put in the yard is just another future trigger for Pyromancer's.

Glacial Ray: Your main piece or removal, it will get rid of those early creatures while riding on Reach or Peer.

Consuming Vortex: Some bounce to by you time.

Torrent of Stone: More Removal for creatures that glacial ray has a tough time killing. You probably wont splice it but the option is there.

Eerie Procession: For Ire(s)! ... okay but yeah you can find your Ires or track down spells you might need for pyromancer triggers, a glacial ray to splice onto your cantrips.


Possible Addition

Barrel Down Sokenzan: If you shift the mana base to give you more mountains (via removing nonbasics in favor of basics and Volcanic Isle) this makes decent removal. The fact you HAVE to bounce your lands is irksome, but it provides cheap powerful removal this deck needs.

Pyroclasm/Volcanic Fallout: great sideboard.

Evermind: You might like drawing extra cards, this does that. Its not vital to how the deck functions but it can be good.

Arcane Spirits: Creatures that interact with arcane spells can be good, especially since they can gum up the ground... however they will take a cut out of your spells so be careful... put to many in and you can risk damaging the gears that help this deck go off, too few and your opponent will rejoice in finally having a target for that doomblade that has been trapped in his hand.

Lava Spike + Desperate Ritual + Izzet Guildmage: Very easy to add this combo to the deck and it will kill the opponent, make no mistake, buuuuuut once you do it... the guild mage is a marked man.

Deck Tags

  • Fun

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0320120

Card Legality

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

Deck discussion for Arcane Ascension

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