Gravity Punch FTW!

by SPCtroy on 18 February 2019

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (5)

Instants (10)

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Deck Description

What was a corky idea of casting instant and sorcery spells on Beam Splitter Mage to create copy spells to ramp up the power of created who benefit from instant and sorcery spells, ended with a rule clarification in the comment section below. Regardless, the hope of rampaging a creature’s power up and utilizing Gravitic Punch for the win still burned on! After much wailing and nashing of teeth, this deck sought out new creatures and created additional avenues of creating a win condition! Whether it’s blitzing from the ground, flying over the field or Gravitic Punch smashing it’s way through during the mid game; the revamped version of this deck should bode well for anyone with a desire for an offensive play style and enjoys combat tricks to boot!

Deck Tags

  • Direct Damage
  • Buff

Deck at a Glance

Social Stats

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This deck has been viewed 1,375 times.

Mana Curve

Mana Symbol Occurrence

0370470

Deck Format


Standard

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Gravity Punch FTW!

Beamsplitter Mage (as single creature on the field) + Maximize Altitude + Gravitic Punch = 3 damage. With another creature on the field this becomes 6 damage, this is correct. The problem with all the other interactions, like Beamsplitter Mage + Smelt-Ward Minotaur, is that you need to "cast" a spell to activate the ability. A copy of a spell is never cast but only put on the stack, so e.g. the Minotaur will only activate twice when using Maximize Altitude + Gravitic Punch.

From the Comprehensive Rules:
706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn't cast and a copy of an activated ability isn't activated.

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Posted 20 February 2019 at 09:15

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Thanks for the clarification! I’ll amend my instructions to better clarify and outline the combo.

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Posted 21 February 2019 at 05:46

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If I understand the rulings correctly, then the casting and copying clarification also applies to Erratic Cyclops and Wee Dragonauts as well? If so, then the whole premise of ramping either of these two creatures power up to make it worthwhile to execute this sequence of casting is also flaud and thus not making this a worthwhile endeavor?

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Posted 21 February 2019 at 05:57

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Both creatures only benefit from the one or two spells that you really cast (e.g. Maximize Altitude + Gravitic Punch) but not from the copies. Wee Dragonauts will still get +4/+0 if you cast those two. I think it's still a worthwhile endeavor but not as "over"powered as it first looked.
Opt as card-draw/ advantage comes to my mind to increase the chance of casting multiple spells per turn.
Run Amok could also be an option instead of Sure Strike (Trample vs. First Strike)

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Posted 21 February 2019 at 08:59

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Hmmm... Nuts!... I’ll have to do some digging around to tune up the efficiency. Thank you for the input and the corrections of my misreading/misunderstanding of card abilities and casting.

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Posted 21 February 2019 at 21:11

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I love it! Though I do have suggestions:

Drop the highland lakes and replace with basic land. And I would also replace all the izzet guildgates with Sulfur Falls.

My reasons for the above: with the lakes and guildgates you have 8 sources of mana that enter tapped, which will slow you down in the early game and be a pain in the mid to late game. keeping the steamvents is solid, because if you don't need the extra mana that turn t'll enter tapped, but its there if you need it. With sulfur falls, most of the time you'll have mana enter the battlefield untapped and ready to use. This is especially important when you only roll with 18 lands.

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Posted 21 February 2019 at 12:36

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Awesome suggestions! I tend to roll less than twenty lands for 2 key reasons. 1: a preference for additional utility spells and 2: the general despite of drawing land when a utility spell would be more helpful entering into the mid game. I try to compensate by making sure mana curves are set at the 1-3 converted manacost spells to ensure continuous casting into the mid game. Regardless your points are well taken at ensuring efficiency with land drops. I have to do some more research and tinkering with this deck due to the clarification of the above comments. I’ll keep your recommendations equally in mind and I look forward to implementing all that I can to make this deck fire harder and faster. Thank you for your pointers!

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Posted 21 February 2019 at 21:23

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