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fast red blue damage 1v1 prime
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Not bad, but a few of your creatures are susceptible to quick kill spells. Also, the "double-negative" isn't really necessary; how often do you need to counter two spells at once? Replace that with just a normal Counterspell or with Cancel.
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Double negative is just about the strongest counter in standard. It slaps Jund across the face.
yea there's no point to have cancel over double negative and that's exactly what i was thinking sweetbrains the creatures are the only thing i was worried about, however they hold up strong in early game, 3 mana tops for 4 or 6 damage early on and then 3/1 trample unearth, they're basically spells
i'd put zektar shrines in in place of something (idk what) and also take out crumbling necropolis. while they are good, u're looking for speed, something a crumbling necropolis is not.
yea, that's where i found the biggest issue, i only have 1 tap and sac for blue, i don't want my mana pool working against me ( red VS blue ) because ball lightning and ele appeal run pure red but twincast and double neg run 2 blue, slightly difficult. any ideas for a revision? i've played this deck a few times and it is really fast as is, and i personally feel quest for pure is stronger than the zekter because it's t5 when i get a 7/1 assuming the enchantment lives where quest is turn 3 or 4, both or good, i just personally like quest for pure flame better