Blaze of Glory

by chadrick on 20 August 2013

Main Deck (60 cards)

Sideboard (0 cards)

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The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is a deck focused on a quick mana ramp to release some heavy hitters. Yet has a solid backup plan of resetting the board if things start going a bad direction.

How to Play

To put this briefly, the deck relies upon its mana ramp. I have not perfected the deck yet as I am using spare cards to see if the concept works (which it does). The idea is to increase mana to 6, 7, or 8 to let loose the creatures designed to cause mass damage and frustration within your opponent. However, if (for some reason) your opponent builds (him/her)self up quicker than you do, then you have 3 options for a quick game reset. Apocalypse is the quickest but least desirable panic button. Jokulhaups is nice because it won't remove the Citadels, allowing more options quicker once the draw phases begin. Worldfire is oftentime the savior of this deck, and allows for (generally) a 2-4 round win. Worldfire everyone down to 1 hp, first draw mana, second draw a direct damage or goblin arsonist. With the arsonist even if your opponent blocks then you win because you can direct that one damage back to them. I will place a better description and all soonish, but this is all I have time for at the moment. I will say that I have gotten 3 resets off in the same game, built my creatures up to 2 heavy hitters before a reset then again afterward, and had more fun playing this deck than any other I have made. Even if I don't win, this deck still allows me to enjoy myself. There are few things better than watching your opponent play their perfect hand, think they have won the game, and hear you say "WORLDFIRE"! I love this deck.

I will be replacing many of the heavy hitters with green and red legendary creatures as soon as I get up the cash. I will first likely remove the Raspacious One and the Basilisk, followed by the Titan, Roxie, and the Elemental. The eldrazzi is a cheap type which creates 1/1 creatures I can use for colorless mana which I do not need. I have enough of a mana ramp and my point isn't to create thousands of useless creatures. If I wanted to do that, I would create a squirrel deck. The Basilisk has deathtouch, and has a nice secondary ability coming with threshold. Problem is that I don't achieve threshold too often so this card isn't as useful here as it could be elsewhere. I want to rid myself of the Titan because my point is not to redirect my damage to another creature; I have direct damage for that. I am out to kill my opponent. Which brings up Roxie... On second thought, I may make Roxie the last one I trade out for something different. Last comes the Elemental. A 6/6 Trample draw engine for 6 is really nice, and definitely helps out being that I generally have a problem with keeping cards in my hand with any deck I create. This and Roxie may stay in until the day I dismantle this deck and move on to other things. I haven't decided what creatures I will replace these cards with but when I decide I will have reason for it.

Recommendation if you create this deck... Add extra hedonists in place of Vine Trellis and Devoted Druid. You might even cut out the mystics through more Tinder walls, Dawn's Reflections, and Fertile Grounds. This should increase your mana ramp speed, allow a better defense, and usable fodder for an unsuspecting opponent to feel the battleground torch if necessary. ENJOY!

Deck Tags

  • Red
  • Burn
  • Control
  • Mana Ramp

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0002924

Card Legality

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

Deck discussion for Blaze of Glory

one thing i noticed, protection from red doesn't save the creatures from apocalypse. remove does not = destroy. jokulhaups would not get the creatures though. 'remove' still gets them. it doesn't target them true, but it does blanket the field with an effect like 'exile' but before they called it that. jokulhaups says 'destroy' so all good there.

as for your legality issue, i don't have a clue why .

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Posted 18 September 2013 at 23:34

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I placed snow-covered lands in the deck due to a bug in the site which offers no graphic for basic lands and deems each illegal. When the problem is fixed I will change all snow-covered lands to regular.

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Posted 18 September 2013 at 23:31

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I know it doesn't protect against apocalypse. It does against worldfire and jokulhaups though. My goal is to figure out an efficient way to cast worldfire without hardcasting it, in which case I would put 4 jokulhaups and 4 worldfires in the deck and sack apocalypse. My options are either expensive via a sac engine, or not worth my time (desperate ritual). If you have any suggestions on this I would be appreciative. You pointed out the only real flaw I have with my deck. I just can't regularly wait 9+ rounds (or 8 with ritual) to hardcast worldfire. I wish I could. The few times I have pulled it off it worked wonders.

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Posted 19 September 2013 at 00:01

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Protection rules don't protect against worldfire and jokulhaups.

The permanent or player with protection can't be:

- Damaged by sources with the given quality (all such damage is prevented)
- Enchanted or equipped by permanents with the given quality
- Blocked by creatures with the given quality (if it's a creature)
- Targeted by spells of the given quality, or abilities with sources of the given quality.

worldfire and jokulhaups don't do any of these things so protection against red doesn't protect against these cards even if they are red.

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Posted 19 September 2013 at 13:29

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You could add thragtusk, after a game reset the 3/3 beast comes to finish your opponents

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Posted 14 May 2014 at 04:25

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