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Jeskai Fires of Invention bo1 (turn 5 combo) (Standard)

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The deck is a Fires of Invention big beats combo deck. Strategy is simple: Survive through turns 1-4 while acquiring combo pieces, then lay down major beats on turn 5. The deck performs best in bo1 because opponents will not have the cards they need to defend against it. The deck gets much weaker if the opponent can sideboard against it.

The Engine:

1) Fires of Invention
Enables the deck to do its turn 5 shenanigans and setup on turn 4.
Goal is to play Fires plus card draw on turn 4, then have three attackers on turn 5 that will have haste and hopefully also trample.

2) Kenrith, the Returned King
gives both haste and trample to the combo.
we are likely not tapping lands so gaining life or drawing a card is also part of the play.

3) Cavalier of Flame
the decks other haste enabler.
great hand fixer as well.

4) Ilharg, the Raze Boar
allows the deck to just explode.
works best with a haste enabler.

Enablers

1) Drawn from Dreams
*If you cast this off of a Fires on turn 4 you are very likely to pull off a huge turn 5.

2) Teferi, Time Raveler
Opponents cannot interact with the casting of our creatures.
great tempo play on turn 3, buys us time to get to turn 5.

3) Deafening Clarion
takes care of early creatures and buys time.
not bad to slip this into an attack to clear a path and to gain a major amount of life.

4) Shimmer of Possibility
*Digs four cards deep on turn 2. Helps find round out our curve and survive.

Support Cards

1) Bonecrusher Giant
kills runts
is a relevant body to get in for an attack alongside the big boys.
*can deal 2 damage to finish off a game

2) Prison Realm
Exile removal for a lot of problem cards
Exile is important as Adventures and Sacrifice decks like to return cards from the graveyard.
*Scry is often overlooked, but has real value for a dig that wants very specific pieces in the midgame.

Tips for playing the deck:

1) Play your tapped lands early.
your curve really starts at three. You want to play Clarion or Teferi turn three, then turn four Fires. Missing this curve will really mess things up.
An alternate route is to play Shimmer of Possibility turn 2, tap land turn three, and then play Teferi or Clarion turn 4 with more information (this works best if playing them off of Fires though)

2) Don't forget to use your mana when Fires is on the battlefield.
Remember that Kenrith and Castle Vantress are great mana sinks,
Cavalier of Flames cannot give double haste, but it can pump multiple times every turn.

3) Remember that Fires cancels out Teferi's +1

4) Cavalier vs Kenrith
Kenrith tends to be better more often because of the trample and the fact you are guaranteed card draw +1, where as Cavalier replaces cards +0.
The upside to Cavalier is that it is not legendary, so you can cast two Cavaliers and attack.

Tags

This deck does not appear to be legal in Standard (Season Oct 2019 — Sep 2020).

Problems: Fires of Invention is banned. · Teferi, Time Raveler is banned.

Turn: Your life: Opponent's life: Poison counters:
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