Urzas' Art/Red Instant

by TheDarkWolf on 16 December 2014

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

I was inspired by a fellow MTGVaultist: Unklqb :) Unklqb has made a mad-ass "Mono Red very agro" deck. When I read the list, I looked over at my card stacks and started thinking what I would use to make the same style deck. I decieded to use only 1 casting cost instants, this would ensure I could generally always cast something every turn and gathered all there was. Having enough red instants to make an entire 40 card, mono red, 1 casting cost deck. I decieded not to and I added some artifacts and since I had no creatures, I thought I would use anti-creature type artifacts. Adding the most usefull and creature stopping artifacts I have.
10 mins later, I came up with this deck.

How to Play

It is a no-brainer realy. Keep your opponents creatures and land tied up with Winter Orb, Ensnaring Brigde and Meekstone. Use Icy Manipulators to Tap opponents' Creatures or land or to Tap Winter Orb During opponents End Phase if you need to and then untap it with your lands to that you do not have a mana short. Nevinyrral's Dick to keep the opponent threatened.
Jesters' Cap just to be annoying.Thunderstaff is just there to keep damage down by reducing each creatures damage against you by 1. Its not much by itself, but added up over several creatures, it has kept me alive numerous times. The rest are 1 casting cost instants, the ones with the X in the cost should be used with the Urzas' Lands and the rest are either player or creature targets.Simple really.

N.B. Replace Black Vise with something of similar nastiness to make this deck Legacy legal.

Deck Tags

  • Mono
  • Red
  • Artifact
  • Instant

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,085 times.

Mana Curve

Mana Symbol Occurrence

000220

Card Legality

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

Deck discussion for Urzas' Art/Red Instant

You asked for it, so I am inspecting your deck. Not out of spite, though, I am doing so because that is what I usually do here: Giving solid advice on casual decks and trying to improve them without changing the style or theme.

* I have bad news for you: Winter Orb doesn't shut down anymore when tapped. With that in mind it is qustionable if you still want to run Icy. I think Howling Mine is pretty much the only continous artifact left that can be shut down by tapping.

* You run Urzatron just to support 4 X-spells? And they are rather old-school ... of course I like to see someone busting out Dwarven Catapult, but these days there are so many great alternatives ... take Comet Storm for instance. The only situation Dwarven Catapult is better would be 1-2 1/1 creatures attacking when you have 3 or less mana. In all other cases Comet Storm in vastly superior: It deals more damage, it is more flexible and it can also hit players! And for those situations early game where Dwarven Catapult is better? Well, you have enough small burners for that.

* I don't see the use of The Rack in here, especially when coupled with Worbs! I would ditch it for another Black Vise or Wheel of Fortune (which should be in here, don't you think? To refill your hand with bolts and to feed the Black Vises. With Worb out there isn't much the opponent can do anyway).

* Thunderstaff doesn't do much in a creatureless deck. Since it only prevents combat damage and only one per attacker (which shouldn't be many of at any given time since you are about to shredder those!) I think you'd be way better off with something like Sun Droplet. Works on all kinds of damage and does well next to Worb since both give you more time.

* Expedition Map can fetch you the missing land to complete Urzatron. Could replace Icy.

* I don't think you can afford to sacrifice Mountains to Lava Dart. I suggest Punishing Fire for this slot.

To sum up:
-4 Icy Manipulator +2 Expedition Map +1 Wheel of Fortune
-2 Dwarven Catapult -2 Heat Ray +4 Comet Storm
-1 The Rack +1 Black Vise
-2 Thunderstaff +2 Sun Droplet
-4 Lava Dart +4 Punishing Fire

One slot open, maybe another Map or a fifth x-spell. Starstorm? Or maybe the 3rd Worb, however, focussing on that is dangerous when you can't shut them down.

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Posted 18 December 2014 at 11:39

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Thank you again. You really have taken the time to really look at what I have there and break it down to the facts of what should go and what should stay. There is alot for me to concider. I did not know that there was new rules for artifacts not shutting off when tapped. ( It must be a new rule that I have not come across yet. I only ever play casual.) That is actualy one of the main ideas behind this deck is to use the icys for that exact purpose. I guess I wont try that when I am playing new players, but all the people I play magic with still use mostly old rules anyway. We all still draw 1st turn. Thanx again. you're AWESOME!!!

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Posted 18 December 2014 at 12:41

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Well, what do you mean with "old rules"? That change came with 6th edition^^ Basically, if an artifact can be shut down through tapping, then it will say so on the card. Newer Howling Mines for example read "At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card." I can't name another card that got that errata, though. Mana Crypt for example is a lot more dangerous now ...
Then you might also not know that now you can use permanents during their upkeep even before they have been payed for. Let's say there an Energy Flux in play. A Sol Ring can now tap and pay for itself.

Well, when I comment on decks, I always do a breakdown, that's the only way you could do it right. I also present my decks structured and thought out - maybe check some of them out. You'll notice, though, that I barely get likes and responses and if I do, it's always the same 2 or 3 guys that I work together with. I need extended help from guys like Jessie or NorthernWarlord to get noticed at all. That's despite gicing sound advice to many people and decks here. I even run a service: If you need help on a deck, write here: http://www.mtgvault.com/puschkin/decks/puschkin-please-help-me/
And I will go to your deck and do an in-deep analysis. Now check that thread out. It has almost 300 (!) comments. I have helped dozens of people. Now guess how many likes it has ... 15 ! As much as this stupid Tireless Tribe deck got in three days!

And it's not even that I crave Likes. I could live without them, what I really want is comments and discussion on my decks. I don't even want "your deck is cool, bro" type of comments, I'd take good advice and criticism over compliments any day. But nobody ever does that. Instead they flock to the "Hot" page like moths and keep piling on comments and likes on whatever made it to the top for whatever stupid reason.
Jessie told me that he is reluctant to reply on my decks because he feels he can't add much to it. This is something I could understand if that would apply to most readers - maybe the decks are too advanced. But if that was the case, they could at least leave that "cool deck, dude" or press the linke button. I prefer actual criticism, but getting those is better than nothing and it would be the logical consequence if people read the deck but can't come up with anything to improve. Since they do neither I simply do not know what the fucking problem is. BTW, I also always leave lengthy descriptions how the deck works, why I picked certain cards and how to play it. There really is no excuse "me no understanz" because everything is spelled out. But maybe that's the problem - everything longer than a Twitter message is ignored these days.

Maybe you understand now why I got upset there in 2nd-turn-once-every-100games-win deck.

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Posted 18 December 2014 at 13:45

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Hey dude. Well, what I mean by "old school" rules is:

1. The player who goes 1st still draws a card. The game works perfectly fine when 1st player draws on 1st turn.

2. Most of the "restricted" to 1 card rule cards are not restricted. I use 4 dark rituals and always will...and there are plenty of others.

3. Most of the banned cards are still playable. As long as they are not ante cards unless we are playing for ante....which does happen from time to time. Even ghost ante is fun.

4. Artifacts like W. Orb can be turned off with Icy M.

5. Mana Burn happens at the end of your turn and mana does not drain after each phase, it stays in the mana pool untill the end of the turn then DAMAGES the active player if there is any left after discard phase.....
....and there are probably another dozen or so rules that I cannot think of right now that I and many of my mates still use that will no longer be used if I go and play with some random dude at the card shop.
* * *

Thanks for the head up about Energy flux and sol ring. I will check that out as I did not know that it could be used like that.

Most people are probably intimidated by too many words, so they wont read much, like you say: if its not a tweet of 250 chars then no-one wants to read it.
Like Jessie says: Theres is probably not much to say, because you do such a thorough job already so therte is nothing for anyone to say.

Keep up the good work mate.

btw: I read everything you say and concider it all carefully. I apprecciate any input that I get from anyone.

Thanx again. You Rock Dude.

ps.you said "Then you might also not know that now you can use permanents during their upkeep even before they have been payed for. Let's say there an Energy Flux in play. A Sol Ring can now tap and pay for itself."
Ofcorse it can I have always been able to do that in my circle of players.

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Posted 18 December 2014 at 23:54

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