U/R Mad Scientists Spells

The screaming of trapped spirits in tubes and beakers mark science that has gone too far. Mutation, forbidden research, terrible medical procedures, and lightning coursing along tesla coils are trademarks of mad science. You can find it all on display in Nephalia. Just don't let them see you are interested, they might ask you to take part in their experiments.

This archetype is all about spell slinging. You aim to be partly control and partly combo. Draft a majority of instants and sorceries and a few really good pay offs for playing those kinds of cards. Usually, you'll go after instants and sorceries that draw you cards and remove opposing threats.

Some of the best draw card spells would be Izzet Charm and Desperate Ravings. Removal can be Wild Slash or Collective Defiance. Pay off cards like Thing in the Ice or Young Pyromancer, and lastly random support like Snapcaster Mage or Runic Repetition.



Ectoplasmic Prowess

Adding White to can give you a new option of attack. Since white brings spell token making, you can boost your defence and also give you a go wide attack strategy, while increasing your non creature count. Splicer's Skill is a great card to use for this! Access to flicker cards will allow protect and rebuy enter the battlefield effects Snapcaster Mage and Bedlam Reveler with an Eerie Interlude.


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