For most Magic software, including Magic Workstation and Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
For others:
To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!
Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.
Viewing revision 19. There is a more recent version of this deck.
Overall starting hand should consist of 3 lands, a ramping card, and at least 1 draw instant. Early on don't come off as a threat because feather is a removal magnet and tends to only stay on board for 1-3 turns depending on how explosive they are, and your play group. Wait and pick the right moment to have an explosive round, which usually puts you ahead. After you secure your board state then go to figure out how you want to win, given the hand you have and the match-ups you're playing.
The first obvious way to win with Feather is to do commander damage over the top or go wide then tall. To do this, because there are few pump spells, you want to try and tutor into ramp and then tutor into cards like Psychotic Fury, and Moment of Heroism using Sun forger. The other option is get 2 synergy pieces like Young Pyromancer and Zada, Hedron Grinder, with these 2 out you can pump Zada which then will pump all token created by Young Pyromancer adding a Fist of Flames giving trample and swing out to try to kill your opponents. This is probably my least desirable way to win but it's always a fall back.
Burn baby burn. Another way is to put burn creatures out like Guttersnipe, Firebrand Archer, and Electrostatic Field. Playing your deck normally rewards you with filling your hand and buffing your creatures while also burning and pinging your opponents which does get taxing when you can produce 3-5 damage per turn, and not just on your turn.
My personal favorite. Aria of Flame combine with Zada, Hedron Grinder or Mirrorwing Dragon. If you have 3 creatures on the field including Feather the Redeemed, Zada, Hedron Grinder, or Mirrorwing Dragon and cast 1 spell targeting either Zada or Mirrorwing, that spells turn into 3 spells cast. With that 1 spell cast, Aria of Flames deals 6 damage to target player. Then the next turn you play the same spell, with the 3 verse counters on it, it will deal 15 damage for the next spell. Zada turns 1 spell into 2+ spells depending on creatures out on the battlefield that you control.
Aria of Flame damage per spell cast.
1st Spell = 1 Damage on cast
2nd Spell = 2 Damage on cast
3rd Spell = 3 Damage on cast
4th Spell = 4 Damage on cast
ETC...
Aria of Flame damage per spell cast copied once (2 creatures out):
1st Spell = 3 Damage on cast
2nd Spell = 7 Damage on cast
3rd Spell = 11 Damage on cast
4th Spell = 16 Damage on cast
ETC...
Aria of Flame damage per spell cast copied twice (3 creatures out):
1st Spell = 6 Damage on cast
2nd Spell = 15 Damage on cast
3rd Spell = 24 Damage on cast
4th Spell = 33 Damage on cast
ETC...
So as you can see Aria of Flame is a very deadly card and can win you the game very fast as long as you have 3+ creatures out and can keep casting instant. Even if someone tries to use a removal spell on one of the pieces, you can dump your hand and attempt to kill them before they destroy a combo piece.
2-sided (coin flip) | |
---|---|
6-sided (d6) | |
20-sided (d20) | |
Sides: |
Double-click to open card details.
Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Additional Probabilities |
Please add some cards to the deck to see card suggestions.
Score | Card Name | Type | Mana | Rarity | Salt |
---|