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Tetsuko's Wild Ride (Standard)

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Early game basic strategy:
Use Soul-Scar Mage and Firebrand Archer to get added value from spells. Clear the board with burn then swing in for damage, or triple up by hitting the player with the spell, the triggers, and the creatures themselves. It's worth remembering that they also trigger from Chandra, Torch of Defiance and Ovalchase Dragster. Bomat Courier will either refill your hand to finish the game or force your opponent to spend removal on a 1/1 for 1.

Winning combos:
Tetsuko Umezawa, Fugitive makes every creature but Hazoret unblockable. Playing her then swinging on a stalled board can pull out wins. Just watch for Settle the Wreckage or Fumigate. If the opponent is in white you'll want the sideboard the other two Spell Pierce.

Tetsuko Umezawa, Fugitive + Combat Celebrant + Ovalchase Dragster is an unblockable 19 damage single combat on turn 4 (21 if you played a creature on turn 1) but few opponents will allow you to do this. I've found it's generally better to be satisfied with large but nonlethal amounts of damage. Hold up mana for spell pierce or attackers to avoid losing the board to StW. Between burn spells and Tetsuko getting in the last few damage is easy, so don't risk the game trying to turn near lethal into lethal.

Soul-Scar Mage + Blazing Volley does wonders against go wide strategies like knights or saprolings.

Tips

  • It's okay to think of Ovalchase Dragster as expendable if you don't have tetsuko. It has trample so feel free to swing in on a stacked board, don't save it for the what ifs.
  • VS decks with lots of removal cards Combat Celebrant and Ovalchase Dragster are just going to be mana sinks. Swap them for more spells and the second chandra to keep your hand full of threats.
  • When swinging with Soul-Scar Mage while Tetsuko is out, remember to save spells till after blocks are declared if possible so prowess does not make S-SM too big for tetsuko's effect.

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This deck appears to have been legal in Standard (Season Apr 2018 — Oct 2018).

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