![]() Scryed Sulfur Falls to the Bottom and found a Shock for the win. Used Opt to activate my field, needing to find any burn to win. Drew Opt and ticked Flame of Keld's third ability. Activating Riddleform on my Upkeep I saw Opt, and kept it after some thought. Opponent swung with Hazoret, and I blocked with the Spellweaver, decreasing my outs, but decreasing the chance I was losing to Shock. We both whittled each other to no cards, Opponent at 11 with Hazoret and 1 card, I'm at 6 with Adeliz, Riddleform, Spellweaver, The Flame of Keld with 2 lore counters and 1 Mountain in hand. In: +3 Fiery Cannonade +2 Abrade (I should have brought in the Dire Fleet Daredevil, but I completely mind-blanked about it.) Out: -2 Lightning Strike -1 Ghitu Lavarunner -1 Spellweaver Eternal -1 Warlord's Fury. The game was over with a Hazoret discarding two cards to deal four damage to my dome. On the draw, I drew no gas and my opponent had answers for the gas in my opening hand. Thankfully didn't punt the game, but it was a foolish move on my part. I continued to chip in with Adeliz, and made a fault of using Shock on the Grazing Whiptail when I went for lethal, instead of my opponent's face, causing them to respond with a Blossoming Defense. Soul-Scar Mage causes a Wizard's Lightning to reduce it to a 0/1 Reach blocker. ![]() I chipped them to 14 when they tap out and play a Grazing Whiptail. Out: -3 Lavarunner -1 Warlord's Fury -2 Spell pierce In: +3 Abrade +3 Kari Zev's Expertise Game 1 was a stomp on the play, as they used their Thrashing Brontodon to destroy my Riddleform, allowing me to play out my wizards and throw down The Flame of Keld, which won the game with 9 points of burn and 12 points of combat damage. This was an easy match, as I believe they were familiar with Jim's build, and not with my own tweaks. I used the time to scout out the field and found some interesting decks, Esper Walkers, Merfolk Counters and r/G Dinos were a few choice selections, but predictably, a vast Mono-Red field was present at the LGS. I removed the Chainwhirlers for this, valuing a more spell-slinger build than a creature heavy one. When combined with Soul-Scar Mage, it is a tool that can ruin aggro decks. An instant speed one-sided wrath felt amazing and allows more damage to chip in. This allowed me to change the sideboard up a little, and the card I thought would function best was Fiery Cannonade. I took out two Fanatical Firebrands for this, which sounds counter-intuitive with the addition of The Flame of Keld, but I felt the 1 drop slot was the weakest slot for attackers, and its ping ability didn't hit much in a world of Chainwhirler. Adding two made it easier to protect my field, and hence save the wizards so they could chip in for damage. ![]() There's a lot of interaction in Standard, and cards like Settle / Fumigate can cause a loss in G1, whilst Mono-Red can clear wizards with their burn spells. I took out a Warlord's Fury and a Mountain for this change.Īnother change I made was to include Spell Pierce in the main. Since the list was so burn heavy, I thought it necessary to include two The Flame of Kelds, and I was pleased to see just how effective it functioned as a finisher, clinching two games due to the third trigger. The list is inspired by the various wizard decks going around, specifically the build popularised by Jimdownside, with some small edits. Sideboard: 1 Spell Pierce 3 Abrade 2 Dire Fleet Daredevil 3 Negate 3 Kari Zev's Expertise 3 Fiery Cannonade Land (19): 4 Island 7 Mountain 4 Spirebluff Canal 4 Sulfur Falls Instant (18): 2 Spell Pierce 4 Opt 4 Shock 4 Lightning Strike 4 Wizard's LightningĮnchantment (6): 4 Riddleform 2 The Flame of Keld Hey folks, first time posting here, but I took this Wizard Aggro deck to a 4th place finish at my local 32 players Store Championship, and feel the deck has enough power behind it to be worth sharing!Ĭreatures (15): 4 Soul-Scar Mage 3 Ghitu Lavarunner 4 Spellweaver Eternal 4 Adeliz, the Cinder Wind
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