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It's some damage evasion deck splashed with red for Runeflare trap . Please comment.
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Maybe I'm wrong but I don't think this deck will have much use for the 1 Banefire and the 3 Runeflare Traps. Mill is your only real kill, the burn backup just won't be enough to get them to 0 life with no additional damage spells/creatures to back it up, I think. So basically that's 4 dead cards in a deck that really needs every card to survive. Playing 4 Lightning bolts I can understand as they serve as early game creature removal in a deck that is all about stopping creature decks. It could be ofcourse that with all teh draw you do run into all 4 damage spells you run and then yes, it will probably kill your opponent but the question is, is it neccessary?
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Um... very true, but still it's some random idea I had. But the runeflare trap does hit very hard here soo it's just for fun. :)
Jace doesn't feel very good for the deck to be honest. Four Fonts seems crazy to me personally. I'd replace the Warps with Silences, because they have enough cards in hand already and that would force discards. Also, why does no one throw Trap Maker's Snares in these kinds of decks? Instant deck search for either of your traps.
rune flare trap+browbeat=fun just a suggestion...Silence is cheap, but I wouldn't take out too much of your draw mechanism because it in sure you can get you fogs and main card taking too much out can slow a deck like this to much...which would be silly concidering it has the phrase "Super Fast" in its name.
Yea, 4 Fonts of Mythos is kinda crazy lol... I would lower it down to 2 or something. You probably won't ever need to Runefire Trap someone to death because they will die by mill by the end your 3rd Runefire Trap comes and tries to finish them off. Horray for wasted cards! Time Warp is actually pretty interesting for your deck. If you have a couple of Mines or Fonts or Jace out, I can see it being pretty deadly. Yea, get rid of Runefire Trap and Banefires. You don't need them, they don't help, they are useless unless your opponent has some way to "unmill" themselves. I don't really have any good advice, but getting 4 Path to Exile to replace those red spell isn't too bad. (Think Path to Exile + opponent search land + Archive Trap = 13 cards milled + 1 land opponent comes into play = 14 cards total) Also, your deck really doesn't need any Fetch lands at all lol. Seriously in a deck that runs Howling Mine and Font and Jace! Why would you need to search for lands lol! Yea I know it thins out your deck, but I really don't see it being used much except to hurt your life points by 1. Replace those crazy expensive fetch lands with cheap "comes into play lands that gives you life or just basic lands. Your life points will thank you and it will help you more than fetch land". For most decks, fetch land = good. For your deck, basic land = better. -3 Arid Mesa -3 Scalding Tarn +2 Plains +2 Island +2 Kabira Crossroads -3 Runefire Trap -1 Banefire +4 Path to Exile