Geoflare
Main Board (60)
Creature (12)
Basic Land (22)
Artifact (5)
Instant (9)
Sorcery (12)
Creature (12)
Basic Land (22)
Artifact (5)
Instant (9)
Sorcery (12)
Sideboard (15)
Creature (2)
Enchantment (3)
Artifact (4)
Instant (4)
Sorcery (2)
Creature (2)
Enchantment (3)
Artifact (4)
Instant (4)
Sorcery (2)
Quick Info
Is is a big red stompy/ sneakshow type deck designed for modern. The idea is to ramp into some major threats early that generate the card advantage to play follow up threats on each subsequent turn.
Early Game
- Sculp you hand with serum visions and faithless looting. You are looking for geosurge/through the breach + spirit guide and threat. These draws can go off on turn 3
- The important part of the sculp is the ramp because you can always search up a threat with treasure mage on turn 3 into geosurge threat turn 4.
- Dont be afraid to discard a fatty early if you have a treasure mage because god pharohs gift is very powerful
- Most of your threats are very redundant. Hand hate should have a difficult time stopping you unless they also have a fairly quick clock.
Mid Game
After you spam out your first gearhulk or reveller you should be pretty flush with cards and ready for a quick follow up.
Artifact hate is a real thing because of KCI however just landing a gearhulk should give enough card advantage to power through.
Graveyard hate doesnt really effect our gameplan and neither does grafdiggers cage.
Late Game
God pharohs gift makes for an extremely useful end game engine to close out a long matchup. Yes the threats get smaller, but they do retrigger and thats all that really matters.
General
Please give me some feedback id love to hear how i could tweak or tune this deck better.
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