RY Mistral Tempo Burn
Posted by GNU_Linux on 14/11/2017
- 4 2 Gift of Steel 3
- 5 3 Seifer, Blood Tyrant 1
- 6 3 Groundshaker 3
- 5 3 Firestorm 1
- 1 2 Khalim's Training 2
- 4 2 1 Mistral Guide 2
- 3 2 3 Grappling Hook 2
- 0 1 1 Sky Anemone 2
- 5 2 Underground Boss 3
- 5 2 Shedim Brute 3
- 2 2 Seifer's Wrath 3
- 3 2 Oradrim Fanatic 2
- 7 3 3 Scourgeflame Spe.. 1
- 4 1 1 1 1 Crysta.. 1
- 4 2 2 CAP-10, Sky Pira.. 1
My take on an updated version of jyori's Anemone Burn in light of the recent nerfs to Yellow.
I really like jyori's approach of not focusing too heavily on burn, with just Shedim Brutes (no Grim Guards) and 1 Scourgeflame Specter. It plans to aggressively raid the opponent's field and attack their orb with Brute if possible, but always farming the wells.
Retreating to farm is completely OK, in fact it's good to keep at least one creature back to surprise the opponent with a Khalim's Training or Grappling Hook, especially when combined with an Anemone to hinder their defense or a Scourgeflame Specter to seal the game if you still don't have lethal. You can also fake an orb defense to win the game with a Grappling Hook to the face, this is very effective since you're playing burn, the opponent might think you're just trying to stall for time (and you are!)
This archetype used 3 Flash Wind but this is a bad idea now that it requires 3 deserts. I decided to go with 2-2-2 Khalim's Training, Oradrim Fanatic and... Mistral Guide!
Oradrim Fanatic is inferior but it's a good harvester and defender, playing only 2 Khalim's Training might seem weird but it's somewhat redundant with Mistral Guide.
Mistral Guide has been completely amazing now that it only requires 3 special lands, you can summon it at your orb and rocket-boost your creatures to your opponent's well while double collecting. At 4/4 it won't die to cheap removal and it packs a punch if the opponent manages to break through your rocket creatures. Unfortunately it still requires 4 faeria and the deck got quite heavy, I'm only running 2 especially since running 3 would most likely involve dropping Khalim's Training.
Author's note: Actually, I stopped playing this deck with the nerfs. It was efficient but still more fun than competitive. Flash Wind at 3 Deserts makes a slow deck even slower and takes away my early-game cheesy victories with Khalim's, Mistral Guide makes sense but it's still slow and it costs 4 Faeria. This deck is supposed to the build to the opposite side but it's so slow now the opponent could beat you in a race just by advancing with special lands. I still think it's somewhat effective but I don't want to try this archetype anymore.
If you decide to try this deck, you can try 3 Mistral Guides and maybe adding back 2 Flash Wind.