Creature (15) | |||
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$0.16€0.060.03 | |||
$0.44€0.770.04 | |||
$0.19€0.040.03 | |||
$0.25€0.170.03 | |||
Instant, Sorcery, Enchantment, Artifact (26) | |||
4
Consider
|
$1.00€0.620.03 | ||
$0.81€1.720.03 | |||
$0.490.03 | |||
$0.15€0.090.03 | |||
$0.62€0.770.03 | |||
$0.15€0.090.03 | |||
$0.20€0.090.03 | |||
Land (19) | |||
$0.20€0.090.03 | |||
9
Island
|
$0.240.03 | ||
7
Mountain
|
$0.160.03 |
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Learn more Download For WindowsThis is an ARTISAN (uncommon/common only) deck I put together, because I wanted to flesh out some draft signature cards in Magic: The Gathering. In the set Zendikar Rising we have the card Umara Mystic, that cares about Wizards, Instants and Sorceries. I wanted to do something with my cardboard at home, so that's how this came this deck list to life.
MAIN:
Umara Mystic is the top end of an aggressive blue/red coloured burn deck. I don't believe there is any other deck for such a card like this, unless you really want to play with an underwhelming deck. Therefore I will admit, I simply searched for a Delver deck on the interwebs and changed a few things in order to make an common/uncommon only deck. The Mystic is a beat down creature and we want to be slinging spells as much as we can.
Delver of Secrets // Insectile Aberration Is by far the best creature and probably THE card that will win most games, it's hyper aggressive as it turns into a 3/2 flyer so fast. Not really much to say here, as you want AT LEAST 26 cards in the deck, that can flip the Delver asap. Don't go lower than that.
Thermo-Alchemist works unsurprisingly well in a spell slinger deck. 1 damage per tap-effect seems like nothing, but adding some burn cards to the deck will amplify the damage output into a game winning situation.
Flame Channeler // Embodiment of Flame is in the deck for extra card advantage. I'm currently playing 3x of this card, because I do want to see it rather sooner than later, but also not every time, as top decking this card with no other card to utilize the effect doesn't feel great. Reducing the card count to 2x is also really no issue, but down go lower than 14 creatures for this deck!
Consider is much needed card draw, trigger friendly to all our attacking creatures and VERY cheap for what it does.
Play with Fire is an upgraded Shock. Unless we're facing a creature heavy deck, this card will mostly be pointed towards OP's face.
Spikefield Hazard is the weakest of all 1 mana spells, but nonetheless important. Hitting land drops early in the game is crucial and hitting spells to trigger all of our creatures is equally necessary. The fact that this card can hit face is the reason it slots in so well for this deck.
Roil Eruption scales with the game. Kills early creatures, kills bigger creatures and if nothing else it can also go to face and burn down some life totals.
Expressive Iteration is a busted card that does so damn much, but is also by far the most complicated card in this deck. Use this card to secure land drops early in the game and in the late game stage, make sure to hit as many usable spells as possible to trigger everything else.
Demon Bolt hits like a truck, can go face, but we don't want this card very early as it is the inefficient spell of the deck.
Magic Missile 3 mana = 3 damage to up to 3 targets AND can't be countered. Perfect last spell to finish of those freaking control mages out there ;).
CHEAT SHEET:
14 red sources for as much red as possible equals to 91% turn 1 and 12 blue sources for 90% chance on turn 2.
KNOW THY STRENGTH:
Early aggression is advised, but don't fret if the creatures get shot down early. This deck has a LOT of burn. That makes the life gain decks a misery to play against. 4 toughness creatures and higher will make you feel helpless. This deck will flood some times and even though there are some scrying cards, you will falter.
FUTURE SIGHT:
I will be building several flavourful 60 card artisan decks, with mechanics I deem fun enough to built around. Keep an eye out for the next one.
Thank you for reading!
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