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A few weeks ago I saw worldfire, and then decided there was no better way to use it than to abuse it with abusive stuff. ABUSE TIME! This will be fun to play simply because it makes you feel pretty crappy when you get crushed by a 1/1. BTW, this is the deck that reminded me of this awesome combo. http://www.mtgvault.com/ViewDeck.aspx?DeckID=359544
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Sol Ring=Banned. So, it would be for casual play i think. Add Goblin Arsonist and Vexing Devil instead of Reckless One and Fiend Hunter. If have time, please check my deck, http://www.mtgvault.com/ViewDeck.aspx?DeckID=359016
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Why add white? Add green for ramp. Worldfire is taking your lands and all permanent in your hand and battlefield with it. So you'd be dead before you got 5 lands for near-death. So at best you'd need two turns with drawing a mountain then a one drop haste. Which would be tough. Try keldon marauders turn before worldfire. Since worldfire has to completely reslove before other effects can trigger. So there life is set to 1 then marauders deals 1 damage and lets you win. Also blue could counter your worldfire. U should see if there is something for that too. Hope this helps.
Yes, this is a casual vintage deck. I Wouldn't ever plan on bringing this to any kind of tournament any time soon. I prefer reckless one to vexing devil simply because pinging your opponent for that game winning 1 damage is quite satisfying. Also, I prefer having 9 combo cards rather than 8, since I also need fiend hunter to get rid of big problems. As for the comment above me, this deck can easily get turn four and five wins with the use of the lotus, sol ring, and the dynamo. Also, your right, I will put 4 red elemental blasts in my sideboard.
@Dauros312 the point is to play Near-Death/Raging Goblin/Goblin Guide then follow up with an O-ring/Journey/Fiend Hunter to get it far away from the battlefield. THEN and only then do you nuke the field, obliterating everything, INCLUDING the thing you used to exile your win condition, which brings what you exiled back to an empty field. There, you have something and they have nothing. No need to wait. Technically, you dont even have to have haste to win. You obliterate the world, bring something back w/o haste, pass the turn. They draw a card. Either its a land, a spell, or Memnite. If its a land, they cast it, pass the turn, you win. If its a normal spell, they cant play it, they pass the turn, you win. If its memnite, they cast it, pass the turn, ooooops. So, trample would be nice too. But the probability of drawing a memnite is like none. small hastey creatures are going to suck in the late game, where you want this deck to win. If you cant find worldfire, you are so very dead.