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Author Topic: Wildfire Control  (Read 1557 times)
Ben Kossman
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« on: August 18, 2006, 02:20:50 pm »

Wildfire is the baddestass spell in Standard. There's nothing in the universe quite like wiping out the other guy's side of the board and watching the expression on their face as they realize they have to start the game over with 3 or four cards in hand. For a while I've been playing Vore and love the raw power and explosiveness it offers. The problem is that as powerful as Vore is it's still based around mana denial and hoping that your opponent is mana light or playing expensive spells. If the opponent can survive the initial barrage of Eye of Nowhere/Stone Rain/Demolish then they have a siginifigant advantage since Vore willl continue drawing sub-optimal cards or tapping out to search for Magnivore. I can't think of many times I've been happy to draw Eye of Nowhere past turn two or three. Checking out the top 8 decks from US nationals I noticed that the only deck in the top 8 packing WIldfire was based around a different kind of mana advantage gained by using the Urza's Lands and replacing LD components with Mana Leak, Remand, and more win conditions like Hellfire. So I built something similar and it's been performing a bit more consistently versus the aggro matchups (R/G, B/W) that have been giving me trouble. If anyone else is playing Wildfire I'd like to hear your thoughts on which version is better, Tron/Wildfire or Vore. Here's are the lists I've been running starting with Vore...

Blue:22
1 Cerulean Sphinx
2 Tidings
4 Compulsive Research
3 Mana Leak
4 Boomerang
4 Eye of Nowhere
4 Sleight of Hand

Red:15
1 Ryusei
3 Magnivore
3 Wildfire
4 Stone Rain
4 Pyroclasm

Land:23
4 Steam Vents
3 Shivan Reef (Trying to find a fourth)
8 Island
8 Mountain

I think my real problem with this deck is that it's just too predictable and inflexible. It's problems versus aggro really suck in my hometown because I only play against two people and they've both had months to figure out how to beat Vore. I would still consider playing it in a tourney though. Here's version 2.0...

Artifact:3
3 Izzet Signet

Blue:18
1 Cerulean Sphinx
4 Mana Leak
4 Remand
3 Repeal
2 Tidings
4 Compulsive Research

Gold:4
1 Niv-mizzet
3 Electrolyze

Red:11
1 Ryusei
3 Wildfire
3 Volcanic Hammer
4 Pyroclasm

Land:23
4 Steam Vents
3 Shivan Reef
10 Island
6 Mountain

I've been a lot happier with the second build versus aggro and haven't had much more trouble against the little bit of control I've played against. I'm going to try playing the Urza's Lands as soon as my friend Jeff gets back from Jackson with the last pieces of the Tron that I need. I'd like to hear comments from other people that have played the deck on what did or didn't work for them particularly against Aggro. Thanks for reading.
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kirdape3
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« Reply #1 on: August 18, 2006, 03:29:43 pm »

I'd just be looking to play U/R Tron straight up if I were you, as it uses Wildfire as a board control element in the midgame and can beat aggro just by dropping Keiga as early as turn 3.  Vore is marginal (not awful, but not great) against the fastest aggro decks in the format, as is Tron, but Vore seeks to abuse the one for one land destruction to get a mana advantage and Tron seeks to abuse the Urzatron set to do the same.
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