Whip Flare

by Vorpalwins on 14 February 2012

Main Deck (61 cards)

Sideboard (15 cards)

Instants (3)


Enchantments (3)

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Deck Description

Old solar flare strategy. Includes red.

No DoJ or BSZ as double mana are hard to hit. Hoping Whipflare will deal with aggro delver/etc. until later turns when bombs drop like GT and Elesh. Plenty of card draw to filter looking for what you need. Sun T to revive BV and O Ring, plus spec. lands to fill out curve. GT for kill stroke, Karn for kill stroke, UBurial for continued threats. May be weak to heavy counter or heavy aggro - but balanced in general as a deck against all types in the format. 2 Ghost quarters make the land count really more like 25.5 (61 cards).

I've built this deck to hate other main decks running around being stupid in the format (like Delver and all that other aggro nonsense). Please give comments/concerns.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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This deck has been viewed 1,393 times.

Mana Curve

Mana Symbol Occurrence

6117110

Card Legality

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

Deck discussion for Whip Flare

When I'm drawing test hands it still feels a bit to weak against fast creature decks.

I think you are heavily dependant on Whipflare to survive early rounds so it might be worth having 4 of them.

And maybe Arc Trail should take Galvanic blasts place? I also think maybe 4 Mental Misstep could be nice in this deck since you can cast it with life so mana can't be an issue.

And I wonder if it's possible to squeeze in 4 Sphere of the Suns for some mana ramp?

0
Posted 14 February 2012 at 15:32

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