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Set the World on Fire

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Worldfire is a much-maligned mythic from M13 that has left many players puzzled as to why anyone would want to spend 9 mana on it. With a little help, however, Worldfire can allow you to win the game on the spot, regardless of what your opponent's life total may have been before the world started burning. Here's the list I put together, modeled partially on the Epic Experiment decks that have been cropping up over the past few weeks:

The Game Enders

Worldfire
The key to winning with Worldfire is casting it with a burn spell targeting your opponent already on the stack. That way, Worldfire will resolve and set your opponent's life total to 1, and the burn spell will finish him off. Since Worldfire is a sorcery, this is normally impossible, but there are a few ways around that.

Epic Experiment lets you cast several instants and sorceries in one shot. If you pay enough mana to reveal Worldfire and a burn spell, you can cast them both and win the game. Epic Experiment can also be used earlier as a makeshift ramp spell if you have an extra copy or another win condition in your hand. Casting it with X as 4 will usually give you at least a Farseek or Ranger's Path, putting you one step closer to winning the game.

Alchemist's Refuge lets you cast all your spells at instant speed. It's a bit mana-intensive, but if you can make it up to 13 or 14 mana, you can activate the Refuge, cast a burn spell, and follow it up with an instant-speed Worldfire to set up the win.

Devil's Play can serve three different roles in this deck. It can kill off threatening creatures early if you need to buy time, it will fill in as a burn spell for the Alchemist's Refuge win, and it can serve as a win condition on its own. With a full play set of Boundless Realms and eighteen basic lands in the deck, you will sometimes reach the 21 mana necessary to one-shot your opponent with a Devil's Play. Of course, the more common scenario is to reach 12 mana without an Epic Experiment or another ramp spell in hand, forcing you to burn the opponent for 11, threatening to untap and deal the last 9 with flashback.

The Support

Searing Spear
Pillar of Flame and Searing Spear help you stay alive while you ramp up to an absurdly large amount of mana, and they can deal the final blow after Worldfire has set your opponent's life to 1. Since these cards play defense and offense simultaneously, you need to be very careful in how readily you use them. You don't want to die to an unexpected attack, but you don't want to be sitting on the Alchemist's Refuge combo without a burn spell to finish the job either.

Farseek and Mana Bloom give you a jumpstart on turn two, potentially leading you into a Ranger's Path on turn three, a Boundless Realms on turn four, and a win on turn five. Although Mana Bloom is not exactly ideal, without Rampant Growth or Fertile Ground to play backup to Farseek, it will have to do.

Ranger's Path's restriction to Forests is unfortunate, but jumping from 4 to 6 mana with one card accelerates the deck very nicely, and it is crucial to your ability to keep up with aggressive decks.

Boundless Realms takes you from 7 mana straight to the 14 necessary to activate Alchemist's Refuge and cast Searing Spear and Worldfire. This card usually signals that you're going to win the game next turn.

The Sideboard

Naturalize
An extra Island takes up one slot here just in case you run into an opponent who tries to deprive you of blue mana with Ghost Quarter or other land destruction.

Dispel helps you make sure your spells resolve against control decks, giving you the last word when you're attempting to Worldfire for the win.

Naturalize deals with this deck's weakness to Nevermore, shattering the enchantment just before you go for the win. No one stands in the way of the Worldfire.

Blasphemous Act helps you buy time against aggressive decks, wiping away your opponent's attack force in one fell swoop. Although the mana cost seems high, it will usually be reduced down to just 4 or 5 mana in the situations in which you actually want to cast a sweeper, and with all the mana acceleration in the deck, you'll almost certainly have the mana to cast it whenever you need it.

The last sideboard slot is currently filled by Slime Molding, an experimental card that might help shore up the deck's weaknesses against aggro. Thanks to your ramp spells, the Ooze token will usually be bigger than anything your opponent puts out, and your opponent will probably have sideboarded out any creature removal he had. It could make for a big enough roadblock to help you win the game before your life total drops to 0.

Playtesting

R/W/U Control – Game 1

Mana Bloom
I won the roll and kept a hand of Forest, Island, Mana Bloom, two Pillar of Flame, Searing Spear, and Boundless Realms. I played the Forest and passed the turn. My opponent put a Hallowed Fountain onto the battlefield tapped and ended his turn.

I drew Alchemist's Refuge, played it, and cast Mana Bloom with 1 counter. I passed the turn. My opponent played a Steam Vents tapped and passed back.

I drew Devil's Play, played my Island, and passed the turn. My opponent played Sulfur Falls and passed back.

I drew Worldfire and ended my turn, and my opponent cast Think Twice during my end step to draw a card. On his turn, he played Glacial Fortress and cast Jace, Architect of Thought. He used his −2 ability, revealing Detention Sphere, Island, and Think Twice. I put the Think Twice by itself, and he chose the pile of two. He ended his turn, discarding Terminus to get back down to 7.

I drew Rootbound Crag, played it, and killed Jace with Pillar of Flame. I passed the turn. My opponent played Sulfur Falls and cast Tamiyo, the Moon Sage. He used her +1 ability to tap down my Rootbound Crag and ended his turn. During his end step, I took Tamiyo to 2 with Searing Spear, removing the counter from Mana Bloom for the r.

Jace, Architect of Thought
The Bloom returned to my hand during my upkeep, and I drew Epic Experiment. I cast Mana Bloom with 2 counters on it, then immediately removed 1 for the r to cast Pillar of Flame and kill Tamiyo. I passed the turn. My opponent cast another Jace, Architect of Thought, this time using his +1 ability before passing the turn.

I drew Farseek and cast it, snatching a Mountain out of my library. I ended my turn. My opponent used Jace's +1 again, then played a Desolate Lighthouse and passed the turn.

I drew an Island, played it, and removed the counter from Mana Bloom to cast Devil's Play for 6. My opponent activated Desolate Lighthouse in response, discarding Terminus. He flashed back the Think Twice in his graveyard, but he didn't find a counterspell, and Jace bit the dust. I passed the turn, and he played a Plains and passed back.

Mana Bloom returned to my hand, and I drew Boundless Realms. I cast Mana Bloom with 5 counters and ended my turn. My opponent activated the Lighthouse again during my end step, discarding another Terminus. He played an Island and passed the turn.

I drew Farseek and cast Boundless Realms, which my opponent countered with Syncopate. I passed the turn, and he cast Think Twice and flashed it back to draw two cards. On his turn, he tapped out to cast Entreat the Angels for 3, making a trio of 4/4 Angel tokens.

He passed the turn, and I drew Pillar of Flame. I cast another Boundless Realms and searched up six Mountains before ending my turn. My opponent dropped me to 8 with his Angels and ended his turn.

I drew a Forest and ended the game by activating Alchemist's Refuge and casting Worldfire and Pillar of Flame.

Sideboarding:

−3 Mana Bloom

+3 Dispel

Game 2

Farseek
I kept a hand of Forest, Mountain, Rootbound Crag, Alchemist's Refuge, Farseek, Boundless Realms, and Searing Spear. My opponent played a tapped Hallowed Fountain and passed the turn, and I drew another Farseek. I played my Forest and passed back.

He put a Steam Vents onto the battlefield tapped and ended his turn. I drew a Rootbound Crag, played it, and cast Farseek for an Island. I passed the turn.

My opponent played a Glacial Fortress and passed back. I drew Dispel and cast my second Farseek, fetching my other Island. I ended my turn, and my opponent cast Azorius Charm to draw a card.

On his turn, he played a Clifftop Retreat and cast Jace, Architect of Thought. He used his +1 ability and passed the turn. I drew a Forest, played my Mountain, and ended my turn.

My opponent played a Desolate Lighthouse and used Jace's +1 again. He ended his turn, and I cast Searing Spear to keep Jace off his ultimate. I drew a Searing Spear, played a Forest, and ended my turn. My opponent cast another Azorius Charm to draw a card during my end step.

Dispel
On his turn, he played a tapped Steam Vents and cast Tamiyo, the Moon Sage. He used the +1 ability on each of his planeswalkers, tapping down a Rootbound Crag with Tamiyo, then ended his turn. I drew another Forest, played it, and cast Boundless Realms. I searched out eight Mountains and ended my turn.

My opponent added a counter to each of his planeswalkers, switching his Tamiyo target to an Island, and he ended his turn. I drew Devil's Play, played my Alchemist's Refuge, and cast the sorcery for 9, leaving enough mana open to play around a Syncopate. My opponent dropped to 11, and I passed the turn.

On his turn, he added a counter to Tamiyo to keep my Island tapped down and used Jace's −2. He revealed Jace, Plains, and Clifftop Retreat. I put the Clifftop Retreat by itself, and he took it and ended his turn. I cast Searing Spear during his end step to bring him down to 8. On my turn, I drew Pillar of Flame and flashed back Devil's Play for 8. My opponent tapped out to cast Syncopate for 1 more mana than I had, but I had the Dispel to counter it for the win.

Wrap-Up

This deck is a lot of fun to play, and although slow draws can give you trouble against aggressive decks, the ability to win from nowhere in the span of a turn or two can cause some serious problems for control. The mana acceleration lets you play around Syncopate nicely, and many of the current control decks aren't running Dissipate at all. Just like the burn spells kill creatures to buy you time against aggro decks, they buy you time against control by keeping planeswalkers from reaching their ultimate abilities. Keeping Jace, Architect of Thought from using his −6 is especially important, since a savvy opponent can use your Worldfire combo against you if he has any burn spells of his own. If you're looking for a more budget-friendly way to play Epic Experiment or if you just want to watch the world burn, be sure to take this deck for a spin.

As always, if you have any questions or comments, you can find me on the forums under Twinblaze, on Twitter under @Twinblaze2, or simply leave a comment below.

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