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Deck that has lots of burn and creatures.
Use the Champion of the Parish and the Young Pyromancer to create tokens/counters for you, Soulfire Grandmaster will get you life for each of your burn spells
This deck has been viewed 729 times.
NOTE: Set by owner when deck was made.
The big problems I see in here are: the lopsided curve, the land choices and amount, and a couple unnecessary decision spots.66% of this deck are 2 drops, so you will absolutely be choked on that number between the 3rd and 4th land drop, and will eat mulligans all day with a single land in the opener. What this deck basically wants to do isturn 1- drop a land and a critterturn 2- drop a land and a critter or removal option and swingturn 3- stop worrying about lands for a while and repeat step 2There are some wonderful 1 drops that would fit in here anyway, such as monastery swiftspear, rift bolt, vexing devil, goblin guide, etc. If you drop the massive 2 drop problem into some more 1 drops, you will have a much faster and more consistent deck.The land choices are pretty basic (I assume this deck is on a budget, so no fetch lands or fast lands), but wind-scarred crag has absolutely got to go as it will stall you out either turn 1 or 2, denying this deck the tempo it needs to live. I like the idea of sunhome fortress, but unfortunately its going to be useless until the late middle/end game, and eats a TON of land mana (5 including itself), and as it doesn't help you get the white/red you need I would consider dropping it altogether. If this deck gets to the late middle/end game and needs that land to win, its sort of already failed at its job. Better to have some non-land options that are cheap and good when topdecked. In general I would consider dropping the lands to 21 total, as this deck hits full function at 3 lands and everything after that is just tempo. The couple underpowered choices I see are dangerous wager and fiend hunter. Dangerous wager is an extremely conditional card (has to be topdecked to be of any use) that only nets you +1 card advantage under optimal conditions. What's worse, its a brick in the opening hand, which this deck can't afford as the first few turns are vital (this deck needs tempo to survive). My advice would be to drop both of them in favor of more predictable and less conditional advantage.Fiend hunter is semi-conditional removal that realistically doesn't net you enough benefit as its can only swing for 1 per turn and is pretty easy to remove (dies to 3 damage). A better fit for this deck would be viashino pyromancer, which SORT OF does the same thing as fiend hunter, but cheaper, with better damage output and optional face damage on entry for a bleeding effect. I would consider maxing those suckers out.My last consideration would be to splash 1 or 2 copies of something decently large like goblin dark-dwellers which you would more than likely topdeck, blast it in and copy a bolt to the face or to remove a problem, then go to work with the 4/4 menace.Just my thoughts friend, not trying to put you or the deck down.
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hey that is why I post hem to see what others think, there are a lot of great things there that you have mentioned hereThe reason for the humans is for the champion all the +1/+1 counters they can give him the removal of a creature for even a turn is some what useful I do like the viashino pyromancer though he might be a good one for the sideboard.The land choices were made because of budget reasons will change those out as get better ones.Dangerous wager is for when it is the last card in your hand and you need to get more cards, yes it can hurt you if it is a draw when you have no cards but i have not seen many red draw spells or white for that matter.