There's something incredibly satisfying about the text "draw 7 cards."
When you have a deck that plays a card that has said text, and it's somehow not even the most important part of the card, you know you've got a wild one. The goal of this deck is to utilize the "discard your hand" part of Wheel of Fate in conjunction with Waste Not for fun and, date I say, profit?
Let's find out!
Time Stamps:
00:04:14 - Match 1
00:48:34 - Match 2
01:05:20 - Match 3
Spin The Wheel | Modern | Dylan_MTG
- Creatures (20)
- 4 Architects of Will
- 4 Bloodbraid Marauder
- 4 Grief
- 4 Hollow One
- 4 Street Wraith
- Instants (4)
- 2 Dead // Gone
- 2 Dismember
- Sorceries (8)
- 4 Burning Inquiry
- 4 Wheel of Fate
- Enchantments (8)
- 4 Liliana's Caress
- 4 Waste Not
- Lands (20)
- 2 Swamp
- 1 Overgrown Tomb
- 1 Stomping Ground
- 4 Blackcleave Cliffs
- 4 Blood Crypt
- 4 Bloodstained Mire
- 4 Verdant Catacombs
- Sideboard (15)
- 4 Fury
- 4 Tourach, Dread Cantor
- 4 Leyline of the Void
- 3 Ancient Grudge
This deck, built by Dylan_MTG, is a creation of mad genius.
Burning Inquiry is one of the most oddly powerful cards in Magic's history. If you're super lucky, it's literally triple Thoughtseize, triple Entomb, and Ancestral Recall, but more normally it's just a crazy way to draw and discard a lot of cards at one time. This works bizarrely well with Waste Not and Liliana's Caress, creating a wild engine. And with the deck getting delirium fairly easily, Bloodbraid Marauder always cascades into Burning Inquiry or Wheel of Fate, letting you do your thing over and over again.
Or at least, that's the plan.
As we saw in the video this sorta worked, but struggled at times as there a lot of moving parts. Hollow One does work with Burning Inquiry, but we cycled it more than we cast it, and the delirium package was a bit awkward.
As a concept, this deck is both fun and exciting, but it probably needs to be tuned up before the next run. Still super cool though!