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This deck list is very explosive. I'm not saying you won't lose games to aggro sometimes or even to decks with a lot of counterspells, but when it goes off there is nothing anyone is going to do to survive. Let's talk about the different parts of the deck:
The Engine:
1) Fires of Invention
*Still the best way to get ahead in the midgame by playing multiple bombs a turn.
2) Purphoros, Bronze-Blooded
*a backup plan to Fires and in some cases a better plan. If you play any red bomb in this deck with haste it is going to do some major destruction.
The Gasoline:
3) Cavalier of Flame
gives haste to our creatures and refuels our hand. Still the best creature to play off of Fires.
we will be dumping cards in the yard, so killing it could actually be lethal for our opponent in late game.
4) Kenrith, the Returned King
*Can't draw a card, but still gives trample and haste and gains life.
5) Ilharg, the Raze-Boar
It says "PUT" therefore it gets around Fires two cards a turn clause. Nasty.
Playing the ETB threats off of this with haste and then bouncing them to replay the next turn is gross. Helps avoid removal and gives vicious payoffs a second time around.
It's also a 6/6 trampler that will likely have haste.
Totally silly target for Purphoros.
The Payoffs:
Note that the Gasoline cards are also pretty big payoffs on their own, as in you play two of them together and it is most likely game over.
6) Drakuseth, Maw of Flames
Kills up to three creatures or kills two creatures and deals 3/4 to the face, or can kill planeswalkers as well (or any combination you choose). Gross.
Also swings in the air for 7, almost certainly with haste.
If you start chaining this with Ilharg it gets silly, but honestly not sure you can chain it because there is no way you are doing it more than twice without winning (I guess it is possible).
Pretty vicious card to target with Purphoros. One swing with this probably turns the game far enough that it is GG.
7) Terror of Mount Velus
Everything gets double strike. Just silly.
Casting this for free from Purphoros or Ilharg really is GG.
The Setup:
8) Thrill of Possibility
*Filtering our hand early is important since we need lands and threats for the deck to work. Also, against aggressive decks we need to have answers early.
The Survival:
The deck does not go off until turn 5, we need to buy time.
9) Storm's Wrath
Our ultimate survival piece has arrived. The sweeper Fires always needed.
Dealing with planeswalkers is pretty awesome as well. Doesn't kill them all, but any early game Teferi's will be held down or simply removed.
10) Banishing Light
Answers everything in the format, exactly what we need.
There is lots of enchantment removal, however far less is best of 1. Also, we are trying to buy time until our deck explodes. It is ok if they eventually get their card back.
11) Purphoros's Intervention
Such flexible removal for many threats.
Can't be played off of a Fires on the same turn it enters (which sucks) but it is a pretty sweet turn 3 removal piece. Can kill pretty much anything turn 5 though.
*Not a bad attacker late game as a top deck either to close things out.
12) Deafening Clarion
This is what playing white gives us access to, completely ruining aggro and having 8 ways to guarantee aggro doesn't finish us before we get to turn 5.
Lifegain option can stabilize a game very quickly on turns 5 or 6.
Opinions on the Boros version of the deck.
a) I'd be shocked if the deck loses to aggro.
b) Problem cards are Embercleave, Rotting Regisaur, and Lovestruck Beast. Embercleave can't win without creatures and Lovestruck Beast can't attack without the 1/1 so we have a solid chance still in combating them. The only way we beat Regisaur is Banishing Light or simply out racing them to the kill.
c) The deck is extremely weak to control, it plays 8 cards that are basically dead in the matchup.
d) I like my chances in best of 1 with this deck over mono red. Clarion and Banishing Light are great additions and Kenrith is a clear upgrade carried over from traditional Fires decks.
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