*Note: This is my take on the established Elemental Combo deck. If you wish to read that decks primer, click here. My intentions with this thread are to get suggestions for my deck and keep my thoughts organized.
I am looking for some help with this, specifically with the sideboard.
Turn 1 - Tutor for Kiln Fiend with Flamekin Harbinger if needed.
Turn 2 - Kiln Fiend , Go.
Turn 3 - Cast at least three spells, Ideally Distortion Strike and either Assault Strobe or Tainted Strike
Apostle's Blessing to Protect from spot removal.
Mutagenic Growth to Protect from burn.
Gitaxian Probe and Manamorphose for card draw and the latter is great for mana fixing as well.
Sideboard:
Duress to pluck removal/countermagic.
Fury Charm to remove pecky artifacts or give trample.
Nivix Cyclops as a clunker against burn heavy decks.
Turn Aside as surprise protection options.
I have no experience with modern (As you may be able to tell) and I am kind of jumping into this head first. I built this on a budget, that is why fetches are missing, but I would be willing to spring for cards if they heavily improved this decks performance.
Looking for tips for boarding mostly as I have very little clue re the current meta.
Looking over the deck I feel like there may be too many lands actually being run, considering the highest CMC in the deck is 2 if I'm not mistaken. I would consider cutting one of the mountains (or maybe 2 if you if you do some testing) and adding in another creature or 2 as well. You could try out Blistercoil Weird or Wee Dragonauts in this spot.
I would also consider the Wee Dragonauts in the sideboard over the Nivix Cyclops you have in there. Although it has 1 less toughness it has flying for even more potential evasion.
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
Looking over the deck I feel like there may be too many lands actually being run, considering the highest CMC in the deck is 2 if I'm not mistaken. I would consider cutting one of the mountains (or maybe 2 if you if you do some testing) and adding in another creature or 2 as well.
I like this suggestion and will test it out.
I am also thinking of picking up a playset of gemstone mines. If I did I should have a land base something like this:
I am looking for some help with this, specifically with the sideboard.
4x Flamekin Harbinger
4x Kiln Fiend
Instants:20
4x Apostle's Blessing
4x Gut Shot
4x Manamorphose
4x Mutagenic Growth
4x Tainted Strike
Sorcerys:14
4x Assault Strobe
4x Distortion Strike
4x Gitaxian Probe
2x Duress
4x City of Brass
4x Gemstone Mine
3x Steam Vents
4x Blackcleave Cliffs
1x Blood Crypt
1x Darkslick Shores
1x Watery Grave
2x Lightning Bolt
2x Duress
3x Nivix Cyclops
4x Fury Charm
4x Turn Aside
My basic plan is:
Turn 1 - Tutor for Kiln Fiend with Flamekin Harbinger if needed.
Turn 2 - Kiln Fiend , Go.
Turn 3 - Cast at least three spells, Ideally Distortion Strike and either Assault Strobe or Tainted Strike
Apostle's Blessing to Protect from spot removal.
Mutagenic Growth to Protect from burn.
Gitaxian Probe and Manamorphose for card draw and the latter is great for mana fixing as well.
Sideboard:
Duress to pluck removal/countermagic.
Fury Charm to remove pecky artifacts or give trample.
Nivix Cyclops as a clunker against burn heavy decks.
Turn Aside as surprise protection options.
I have no experience with modern (As you may be able to tell) and I am kind of jumping into this head first. I built this on a budget, that is why fetches are missing, but I would be willing to spring for cards if they heavily improved this decks performance.
Looking for tips for boarding mostly as I have very little clue re the current meta.
Thanks in advance.
9 Mountain
1 Steam Vents
In
4 City of Brass
4 Gemstone Mine
2 Duress
SB
Out
2 Duress
In
2 Lightning Bolt
[Pauper Cube] - Heisen's Travel Cube || [Cube] - USAstrat's Cube
[EDH] - Niv-Mizzet, the Firemind || [Modern] - Grixis Kiln
http://forums.mtgsalvation.com/showthread.php?t=491407
I think you want more creatures in the main. You might not draw any or get your only copy in play removed while you tapped out to cast it.
I would also consider the Wee Dragonauts in the sideboard over the Nivix Cyclops you have in there. Although it has 1 less toughness it has flying for even more potential evasion.
Current Commander's:
:symw::symb::symu: Zur, the Enchanter :symw::symb::symu:
:symw::symb: Teysa, Orzhov Scion :symw::symb:
:symr::symu::symg: Animar, Soul of Elements :symr::symu::symg:
I like this suggestion and will test it out.
I am also thinking of picking up a playset of gemstone mines. If I did I should have a land base something like this:
3x Mountain
4x Gemstone Mine
4x Steam Vents
4x Blackcleave Cliffs
1x Blood Crypt
1x Darkslick Shores
1x Watery Grave
That improves my land %s to
88% produce red
64% produce black
58% produce blue.
That is still not really a high enough blue % as I would like, but it is better than current.
I feel like the next step after mines would be adding a set of city of brass. I don't want to drop too low on basics though, because Path.
[Pauper Cube] - Heisen's Travel Cube || [Cube] - USAstrat's Cube
[EDH] - Niv-Mizzet, the Firemind || [Modern] - Grixis Kiln