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I built this deck primarily out of card arts I like. Goofy goblins, sexy lands, searing flames, and roiling nature are the common themes.
There is finer focus on burn and graveyard return. Otherwise, this is a pretty standard Wort deck I think.
If you know Wort, the Raidmother, you know the drill: cast the good instants and sorceries and go to value town.
The custom sections give a generalized idea of this; copy the draw spells to draw more, copy the ramp spells to ramp more, copy the token spells to token- er, I mean copy more, &c.
How do you win? I am not really sure myself, but the best route looks to be copying a big {X}-burn spell like Banefire or Disintegrate. I should add more big burn spells to assist.
Oh, right. There is also Undying Flames, which does not have the best hits, but I really like the epic cards so it stays in.
A couple notes on how to play:
Whenever you copy a spell with an additional costs (such as Goblin Grenade, Harrow, or Big Score), you do not pay that cost for the copy as well. Note that Witch's Mark, unlike many of the other draw spells, does not use an additional cost.
You can copy Undying Flames with Wort before it resolves. In doing so, you will copy Undying Flames at the beginning of each of your upkeeps twice. You cannot copy it again, however, because the Epic keyword does not actually cast the card again and again (how could it, seeing as it forbids further casting). Remember: copying is not casting.
Conspire, a keyword you likely are unfamiliar with, reads, "As you cast the spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy." Most of the tokens and creatures in this deck are red, so be especially conservative of your untapped green creatures as sources for Conspire.
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