Instant Annihilation

by aplechaty on 29 October 2014

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (4)

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Deck Description

Use instant and sorcery cards to make creatures more powerful and hammer your opponent. Or use Guttersnipe to ping them from a distance. Comments are always welcome for making this deck better.

How to Play

Get out a creature quickly and use you instant and sorcery spells to power them up and hit your opponent hard. I have done over 20 damage easily in testing turn 4.

Deck Tags

  • Modern
  • Izzet
  • Temur

Deck at a Glance

Social Stats

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This deck has been viewed 795 times.

Mana Curve

Mana Symbol Occurrence

0130283

Card Legality

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

Deck discussion for Instant Annihilation

Only one issue I see with this deck...
Take a look at your mana curve. See an issue there? I do. All of your spells are 1 mana and your creatures are all 2+, mostly 3. Now, normally this wouldn't be too much of an issue, BUT, 22/25 spells REQUIRE a creature to be useful. This means that up until you get creatures out onto the battlefield, you're essentially a sitting duck. Most good modern decks will, at this point, already be up and running by the time you're attacking.
Now, thankfully this is an easy enough fix. There are a few options.
-OPTION THE FIRST-
Change about half of your spells to burn spells. Cards like Lightning Bolt, Magma Jet, et. al

-OPTION THE SECOND-
Add in some 1 drop creatures. There's one that was printed in Khans, It's called Monstary SwiftSpear. <-That should probably be put in regardless. Otherwise, you have Gobling Guide, Stormkirk Noble, Figure of Destiny, and Firedrinker Satyr

-OPTION THE THIRD-
Get some blue blockers in there, man. They can still be boosted and make for great chump blocks. Never underestimate those 0/4's....

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Posted 30 October 2014 at 00:55

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I see where you are going and I love Monastery Swiftspear! I will see if I can find some red or blue 1 drop deathtouchers or something for chump blocking. Thus far though turn two or 3 having a creature by turn 5 I can usually generate enough damage to end game. I do not want to reduce my spell pool to much adding creatures.

Also with the sorcery spells in deck there is much utility. If you suggest removing some which do you suggest. I love Distortion strike it basically happens twice so two rounds in a row it pumps the creatures as second round it casts from exile for free. Assault Probe Double strike with Unblockable from Distortion Strike or Artful Dodge OUCH!

I could see possibly removing Gitaxian probe but seeing what my opponent has can be useful. This however would be the card I most likely removed for more creatures. Vexing Devil could be a huge add but I am unsure what to remove. Any other thoughts?

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Posted 30 October 2014 at 12:35

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I'd leave the probe. That's a great card.

I'd stay away from Vexing devil, personally. It's not a bad card, not at all, but I guarantee (assuming your opponent is smart/doesn't have any kill spells in hand) that if you play it first turn your opponent will choose to take 4 damage rather than leave a 4/3 on the field. Four damage, great, but it wouldn't effect your creatures that get powered up (it's not an instant or sorcery), you'd probably be better off adding Lightning bolt, because it's an instant and you can choose what/whom you'd like to target.

If you don't want to futz with your mana base too much, I'd suggest dropping the Wee Dragonauts in exchange for the swiftspears, they're your weakest link (also maybe a guttersnipe so you can have a playset). The flying isn't worth a weaker pump ability/higher CMC, especially since you have so many "Target creature gains Unblockable" spells.

As for which sorceries to remove, well, I would suggest getting rid of Mizzum Skin first and then maybe a copy of each Distortion Strike and Artful Dodge. With even 6 unblockable spells in the deck, you'll likely still pull one in your opener or within your first few turns. With these five open spots I'd suggest four lightning Bolt (as this removes obstacles AND pumps your creatures) and maybe something that tutors or draws cards. It's important for a deck like this to have enough cards in hand that you can pull off a chain of sorceries and instants

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Posted 30 October 2014 at 20:55

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OK added 4 lightning Bolt and 3 monastery swiftspear to mainbord. Reduced Artful Dodge to 3 and moved Mizzium Skin to the sideboard. Any suggestions for the draw cards to replace the vexing devils in sideboard?

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Posted 30 October 2014 at 21:18

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OK I removed the Wee Dragonaughts, and placed Monastery Swiftspear instead. I then moved the Mizzium Skin to sideboard and reduced Artful Dodge to 3, and inserted 4 Lightning Strikes. Removed Vexing Devils and added 2 Brainstorm for card draw.

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Posted 30 October 2014 at 21:24

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I'm a fan of treasure cruise, (delvecestral recall), but it wouldn't fit well in this deck.
Hit the basics, divination, quicken (<-this might be especially good), maybe dig through time, but again, same issue as treasure cruise. There was a red card in khans that was one and a red +discard one draw two, decent (not great)

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Posted 30 October 2014 at 21:29

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Do you not like Brainstorm draw 3 keep one put rest on top of library in any order?

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Posted 30 October 2014 at 22:28

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Do you not like Brainstorm seems to be pretty good get to draw 3 keep one put other two on top of library. I also removed 2 island and 2 Mountains in favor of Frontier Bivouac. It gives me a small amount of green instead of using life. I do like Quicken though change that sorcery to a Instant.

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Posted 30 October 2014 at 22:30

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brainstorm isn't modern legal

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Posted 31 October 2014 at 00:32

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otherwise it rocks

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Posted 31 October 2014 at 00:32

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I will switch for Quicken I guess. So I think it is done. Someone else said this deck is to slow for modern it seems to consistently do enough damage by turn 5 to kill. Any comment regarding the deck speed?

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Posted 31 October 2014 at 00:43

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To assist with card draw I am removing Talrand from the sideboard and inserting Surrakar Spellblade who lets you draw cards whenever you deal damage to a player based on the counters he has. Also changed quicken to preordain, scry two draw one seems very useful.

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Posted 31 October 2014 at 12:40

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