Neo-Wildfire

Re: Neo-Wildfire

Postby Scytale » Tue Jul 27, 2010 2:23 pm

So i'm trying to find things i don't like about this deck (it came second at canadian nats), and i'm struggling. I suspect the only thing i'd want to change is to add sparkmages in the sideboard somewhere.

3 Avenger of Zendikar
4 Oracle of Mul Daya
1 Overgrown Battlement
4 Primeval Titan
4 Siege-Gang Commander
4 Khalni Heart Expedition
4 Lightning Bolt
2 Summoning Trap
4 Cultivate
4 Rampant Growth

4 Forest
12 Mountain
3 Evolving Wilds
3 Terramorphic Expanse
4 Valakut, the Molten Pinnacle

Sideboard:
2 Pithing Needle
3 Obstinate Baloth
3 Overgrown Battlement
3 Back to Nature
2 Burst Lightning
2 Ricochet Trap
The bestest wants list in the whole of the forums

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Re: Neo-Wildfire

Postby Matt Moate » Tue Jul 27, 2010 4:31 pm

The one considerable issue is going to be the hands with all big guys and no acceleration and the hands with all acceleration and no big guys.
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Re: Neo-Wildfire

Postby Tom » Tue Jul 27, 2010 4:35 pm

Add a Raging Ravine or two over Evolving Wilds/Terramorphic Expanse maybe? It does weaken the get mountains for Valakut plan tho, so it could be a terrible idea :mrgreen:
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Re: Neo-Wildfire

Postby flounce » Wed Jul 28, 2010 1:07 pm

-2 summoning trap

+2 anything else?
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Re: Neo-Wildfire

Postby Matt Moate » Wed Jul 28, 2010 1:19 pm

flounce wrote:-2 summoning trap

+2 anything else?


I don't agree actually. I think there are enough top end threats you can hit that having an instant speed version to dodge counters/trick into combat is probably okay on its own. Given that the control decks with counters would traditionally just point and laugh at a deck like this, I think the possibility to freebie off their counters is probably enough to justify it at the moment.

What I wouldn't want to do is chuck summoning trap in a deck with a stack of eldrazi and jace and hope to resolve an end-step trap as a way to win the game.
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