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This is my second real attempt at building a Fires of Invention deck. My first deck was Grixis and it has been a lot of fun. The issue I had with the deck was getting constant card draw and having a good 3cmc sweeper. My solution: playing Gates?
As the deck evolved, I found I was actually looking at three separate archetypes in one deck. Fires of Invention brought with it elements of control, then when looking at five drops I added Golos and with it Field of the Dead, and of course Gates brought in the key Gates cards.
How do you win?
1) Opponents scoop
*If you survive the initial onslaught, then the opponent is going to scoop. You just draw too many cards and your win conditions are very good.
2) Fires of Invention or Golos engine
You are playing far more cards then your opponent each turn. Just one engine online usually means a win in coming soon.
If both are working together it is just bonkers. You won't get to have the fun for long before your opponent scoops, but it is something to watch.
Why play Gates?
1) Guild Summit.
Fires of Invention needs, well, more gas. It needs a way to draw cards continuously so that you can maximize it each turn. Guild Summit lets you draw cards just by playing land, something you need to be doing with Fires anyway.
A late game Guild Summit is broken to the max with Fires. You don't need to tap lands anyway, so you can tap them for free (essentially) drawing 4 or more cards. Then you can still play a bomb that turn from Fires. Just broken.
2) Gates Ablaze
*The going rate for 3cmc sweepers is 2 damage for three mana (Deafening Clarion the exception, but hard to fit into some decks). Gates Ablaze will likely give you 2 on turn three or 3 on turn four. It is a fair rate on curve, and later in the game it will just fry pretty much everything.
What bombs are we playing?
1) Golos, Tireless Pilgrim
OK, so it is cheating a bit since Golos Gates is a thing. It is such a powerful 5 drop. Gets you a land which enables some of the decks tricks.
The wording of the card "play" gets around Fires of Invention, so the two can be out at the same time and still operate. The pairing double the chances that the deck goes off.
2) Nicol Bolas, Dragon-God
This is the bomb I want turn 5. just a monster bomb.
draws cards while holding down the opponents board, and is a panic switch for removal.
3) Chandra, Awakened Inferno
*Inevitability is nice. All kinds of late game removal to back up Gates Ablaze.
4) Agent of Treachery
*I like these types of cards, stealing your opponents stuff is pretty sweet. I'm trying out one copy for now, just to test things out. Seven is high on the curve and the deck has a high curve already.
What do I want to do in the early game?
1) Teferi, Time Raveler
disclaimer Teferi and Fires do not play well together. Plus-ing Teferi with Fires out is mute. That being said, Teferi is still very useful to stall and draw a card.
2) Lava Coil
kills any creature you will see in the early turns.
Exiling is often important, gives it the nod over other removal right now.
*Easy to cast.
The midgame setup (what to play off of fires of invention)
1) Drawn from Dreams
*Circuitous Route is the typical play for Gates, but if you need two lands you can still grab them here. You can also grab anything else that you see for any given situation.
2) Time Wipe
*I want a 4cmc sweeper, but being able to protect my own creatures and recast them is pretty sweet tech.
3) Fae of Wishes
*So you're telling me I can have a sideboard in 1v1 lol.
Why control over ramp?
*Honestly, if you want to play Fires ramp you can just cram Fires into a typical Golos deck and there you go. It would take a little tuning, but it is not rocket science.
*This deck is a merger of Golos, Gates, and Jeskai control. I feel it gives you the best elements of each. -From Golos you get: Golos and Field of the Dead as a finisher.
-From Gates you get: Guild Summit and Gates Ablaze
-From Control you get: Fires of Invention and all the cool control pieces.
-I'm also playing Nicol Bolas, Dragon-God. I play it because it is a broken MTG card. I'm basically putting all the broken cards in one soup.
What needs to be tweaked to make the deck work?
*If you make the late game in good shape you are probably going to win. What I need to tweak is what cards I can play in the early turns to get me there.
*The sideboard will reveal itself as the format evolves. I'm trying to go wide with the sideboard answers right now, once tier 1 and 2 come to the forefront then I can really load up.
*The biggest decision to make is do you lean green for Growth Spiral and Circuitous Route. The ramp route is very enticing.
Updates:
1) Cut two copies of Lava Coil for an Angrath's Rampage and another land. It turns out 28 lands are not enough and Lava coil does not kill Golos and the format really shapes up to Golos must die for you to have prolonged success.
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» | Revision 6 | October 8, 2019 | bradcoish23 | |||
Revision 5 | October 8, 2019 | bradcoish23 | ||||
Revision 4 | October 8, 2019 | bradcoish23 | ||||
Revision 3 | October 8, 2019 | bradcoish23 | ||||
Revision 2 | October 8, 2019 | bradcoish23 | ||||
Revision 1 | October 7, 2019 | bradcoish23 |