Fires of Invention (New Modern Concept Deck)

Fires of Invention is my absolute favorite card from Throne of Eldraine.  I've never seen anything like it and I expect it to spur many different builds in multiple formats.  This concept deck is my first build for the card.

The beauty of this card is two fold.  First, it automatically smooths your mana.  The type of lands you control no longer matter.  All you're worried about now is the CMC.  Additionally, it frees up your lands to activate abilities and to pay for other non-casting costs.  And finally, it doubles your mana.  You get to cast 2 spells, each less than or equal to the CMC of the number of lands you control.

You can do a lot with that kind of power.

So let's look at one way to abuse this card.

Reading the text of the card, "You can cast spells only during your turn..." instantly makes me want more turns.  So here are a few cards I intend to drop once Fires of Invention is on the battlefield.

First and foremost, a somewhat unplayable card, Savor the Moment, can give you an extra turn, but at the cost of keeping your lands tapped.  Luckily, Fires of Invention doesn't care if your lands are tapped.

This can be cast immediately after you play Fires of Invention as long as you haven't casted anything else this turn.  You get an extra turn and two more opportunities to advance your game (referring to Fires of Invention's 2 spell limit).

Another extra turns card that would fit into this deck is Temporal Extortion.
Even if your opponent pays half of their life to avoid giving you an extra turn, you have another spell available to either get your Temporal Extortion back or take another turn.
Of course Time Warp could be played as well, once you have 5 lands.

A great follow up play could be Flood of Recollection to get a turn spell back.
Or if you want to slow your opponent down, Exhaustion.
Moving on from extra turns to extra combat phases, a win condition that I think could be incredibly powerful is the combination of Combat Celebrant and Helm of the Host.

Why these two cards work so well with Fires of Invention, is because it enables a single turn win.  With 5 lands on the battlefield or 4 lands and a Simian Spirit Guide in hand, you can cast Combat Celebrant and Helm of the Host and still have enough mana available to equip and attack.  Here's how it works.

Fires of Invention allows you to cast 2 spells, each with CMC less than or equal to the number of lands you control.  For this example you have 5 lands on the battlefield. This lets you cast both spells without tapping any lands.  Then you can use your untapped lands to equip.  At the beginning of your combat phase, Helm of the Host will create a token copy of Combat Celebrant with haste.  If you swing in and exert that token, you get a second combat phase.  Helm will make another copy of Combat Celebrant....attack....exert...token....attack....exert...token...  Even if your opponent is blocking your Celebrant, the damage will collect throughout your turn and eventually kill whatever is blocking it (assuming no special abilities in the blocker).

The rest of the deck so far has Dictate of Kruphix for card draw, paired with Narset, Parter of Veils to prevent your opponent from taking advantage of Kruphix.


Snapcaster Mage to cast your extra turn cards from the graveyard and Serum Visions to stack the deck.  I also included a transmute card to help me find my win condition or to find additional turn cards.  Clutch of the Undercity can be decent in a pinch, but I mostly want to transmute it into a Temporal Extortion or Helm of the Host.
It doesn't count as a casted spell, so your Fires of Invention still has two available.

That's what I have so far.  I'll work the final deck tech out on ChuckwagonMTG's channel.  I'm curious what you think.  What are you going to cast with your Fires of Invention?

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