Firewave Deck Strategy on MTG 14

Firewave is the first deck that you unlock in the game besides the two that you start with. It's a very aggressive, direct-damage red deck that focuses on dealing heavy damage to your opponent and his creatures. If you want to defeat your opponent quickly and rely very little on card combinations, this deck is a perfect deck to start the single player game with and can also be viable in certain online scenarios.

Difficulties in the Campaign

With Firewave, you get to bypass many of the difficult situations that you are put in throughout the campaign. Why? Because you can blast straight through them. Still, opponents with counter-spell decks and those that are able to make a very large amount of creatures quickly can pose a very serious problem to your red deck, especially if you don't get a good draw.

As you play and unlock new cards for this deck, make sure that you visit the deck manager and remove the excess weight. It is imperative that you keep your deck at a low number, no more than 65, if you want a fighting chance. To understand why it is important to keep your card count low, visit our Starter's Guide.

Different Strategies for the Deck

Campaign Mode

Direct Damage Deck
The most obvious and perhaps most successful implementation of this deck is a direct damage approach.Without unlocking all of the cards for this deck, you will have to rely on flying creatures for a portion of your damage output.

You don't want to go much higher than 60 cards when making this deck, around 65 is acceptable if you are still unlocking all the best cards. This keeps the chances of you getting your strongest direct damage cards in your hand high, which you'll need. Don't worry about having too many overly expensive creature cards for the late game such as Stalking Vengeance or Fire Elemental, although you can keep these cards in your hand while you wait for additional spells to be unlocked.

Cards such as Regathan Firecat (4/1 creature) can be useful if you are able to kill off your opponents defensive line before attacking, but these creatures are very easy to stop if you don't have the direct damage spells to clear the way for them, so focus primarily on the damage dealing cards when deciding which cards to take out of your deck as you unlock new ones and consider doing away with the creatures such as this that aren't absolutely necessary.

Online Play/Playing With a Full Deck

Direct Damage Deck
If you've unlocked all the cards for this deck then it starts to make more sense to slow the deck down some, focusing on punishing your opponent after the 3rd or 4th turn rather than pinging out bits of damage from the get-go, and having two sulfuric vortex cards within the deck allows you to play EXTREMELY aggressively and focus on the lowering the opponents health as soon as you are able, knowing that it is only a matter of time before you or your opponent dies in most cases.

Keep in mind that if you do play Sulfuric Vortex, it becomes a bit pointless to include the Staff of the Flame Magus card in your deck, as having Vortex on the field will negate all healing.

You also want to keep in mind that the element of surprise is a big factor for this deck: your opponent can't simply read the power of your creatures on the field to know how much damage they are going to be receiving and do the math, they have no idea what's going to happen.

By taking advantage of creatures with haste and flying, and also using Fire Servant and Furnace of Rath to double the damage that is done, you can finish your opponent off much quicker than he had hoped for.

Browbeat is one of your best cards, and you definitely want to use both of them (enter all of the promo codes if you've unlocked all the cards but only have one Browbeat). This card allows you to draw 3 cards, and gives everyone on the field the opportunity to pay 5 life to keep you from drawing these cards. Either way, it only costs 3 mana and it's a fantastic card for its price.

Cards such as Flames of the Firebrand that allow you to split up the damage being dealt are very good for dealing with decks that are bringing multiple creatures onto the field as you don't want to waste a card such as Disintegrate on a 1/1 or 2/2 token creature in most cases.

Being strategic with your Incinerate cards is important - if you absolutely have to get an opponents creature off the battlefield and have no other way then you should use it, but if it's at all possible you want to save this card until you've got plenty of mana and/or you've got Fire Servant or Furnace of Rath on the field to double its damage. If you plan it right, one sudden movement should be able to put an end to an opponent that still thought he had a fighting chance.




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