The Evolution of Fires of Invention

Fires of Invention is a rule-breaking card that’s already re-writing its own rules!

Fires of Invention – Week Two

We looked at a Jeskai Planeswalker deck last week that used the Fae of Wishes / Fires of Invention engine last week. Mike thought the combo was cool… But might be more funny than good.

One week in, and the combo is playing alongside Golos, Tireless Pilgrim and Field of the Dead!

One of the key differences given the shift in archetype is that the Golos version wants to keep playing its lands. Previously, a deck that topped up on five or six mana might not have an incentive to play additional lands. After all… It’s not using lands to cast any spells. That would allow a Jeskai Planeswlker deck to use excess lands to bounce Fae of Wishes for more and more uses of front-side Adventure, Granted.

Fae of Wishes gives you a dump for mana you’re not otherwise using, as well as something to do with excess lands.

But in a Field of the Dead deck, you actually want to keep playing lands! That’s how you get more and more 2/2 Zombie tokens (especially in the mirror match or pseudo-mirror).

Check Out this Cool Fires of Invention Play Pattern…

All the Golos / Field of the Dead Ramp decks are capable of big and powerful plays. But there’s big… And then there’s Big. What about this? [With Fires of Invention already on the battlefield]:

  1. Play Granted for 0 mana. Go and get Planar Cleansing.
  2. Fire off Planar Cleansing. You’ve now spent nine mana worth of cards but haven’t actually tapped any lands. You’ve also just destroyed your own Fires of Invention.
  3. Hard-cast Hydroid Krasis! This is a great use of lands you weren’t otherwise going to tap and you simultaneously unlocked your ability to cast more than two cards in one turn. If you’re really lucky, your giant Hydroid Krasis might have just given you another copy of Fires of Invention. At the very least, you have the biggest — if not only — creature in play and probably a whole new hand.

Limitations and Opportunities of the Fires of Invention Sideboard

The joke about Fae of Wishes / Fires of Invention setsups is that, while they can access a great many options to win Game One… They tend not to be able to sideboard very much. The deck that finished second at last weekend’s Open, for instance, had fourteen distinct sideboard cards… Most of which stayed in the sideboard in between games. Sure, you might want to shave a Deafening Clarion or three… But most of the time? You don’t sideboard much with this archetype.

Another subtle area of opportunity for the archetype is that much of the sideboard is constructed as if you already had both Fae of Wishes and Fires of Invention already in play. So… Tons of sweepers. Tons of cards that are difficult if not impossible to cast the old fashioned way.

Patrick in particular believes that the deck might get a little better if it had access to more cards that assumed Fae of Wishes, but not necessarily the powerful red enchantment.

The Best of the Rest…

This week’s podcasts includes but is not limited to…

  • Other Golos decks
  • Fun tricks with Kenrith, the Returned King
  • Teferi or Oko?
  • Infinite aggro

… And, honestly? Quite a bit more. What are you waiting for?

Direct Download

In for Doom Foretold Esper

Believe it or not, Patrick thinks Doom Foretold is better than The Abyss!

Doom Foretold has drawn some tall comparisons…

  • Is it kind of like a Smokestack? Sure… The same total casting cost, but in this case it can’t manascrew an opponent the way Smokestack did. Still, the comparison is apt.
  • How about The Abyss? Doom Foretold has some different limitations, but it can at least act like The Abyss… And incidentally, it’s more flexible against more types of permanents.
  • When you lose your Doom Foretold, it’s also like a mini-Cruel Ultimatum. A little of this, a little of that; your opponent loses a little something more… Payoff!

There are multiple possible homes for this card; Michael is toying with the idea of putting it in a deck with creatures like District Guide that produce cardboard. Patrick would try it in an Orzhov Knights deck for all the obvious synergies.

But most of all, Doom Foretold is an enchantment for Esper, allowing that strategy to win with Dance of the Manse. Teammates like Wishclaw Talisman and Golden Egg can also help fill out the 4/4 line.

Doom Foretold is increasingly good against increasingly good cards

By contrast, it seems to be less effective against fast Red Deck creatures.

But if you are up against Planeswalkers? Few of them have very good answers to this enchantment. What will Teferi, Time Raveler do? Bounce it?

You’ll probably just re-play the Doom Foretold and eat their hapless Teferi.

Generally speaking, the more, and expensive, cards in the opponent’s deck, the more Doom Foretold can punish them.

The Best of the Rest

With tons to talk about driven by the early MTGO results, we couldn’t focus on just one card. How about…

  • The ferocious Red Deck with Cavalcade of Calamity.
  • “The Patrick Chapin All-Stars” … Basically all his favorite cards from the last couple of weeks, all in one deck.
  • Cauldron Familiar + Witch’s Oven. Boom. (aka “the best Forcefield ever”)
  • Jeskai with Fae of Wishes… Is it more funny or just flat-out good?
  • An actual Simic Flash deck with Wildborn Preserver

What are you waiting for?

Direct Download