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Future Burn: How to use Prophecy for Maximum Ridiculosity

For the most recent Diamond Cup, Future piloted an aggressive Morgan McBombus deck—a Sapphire and Ruby action-focused burn deck—to a second place finish. Since then, this list has been a great choice to take into Constructed play for its aggro potential, while its action base allows it to utilize low-cost removal in its shards and draw into more of its fuel.

And, as it turns out, this deck is quite fun to play as it heavily utilizes the prophecy mechanic to both improve its cards and take full advantage of the fact that those modifiers remain on the cards as they are played and replayed. Depending on what is modified, normal cards can generate massive card advantage or become explosively powerful. Sometimes both!

Future’s list as piloted in the Diamond cup is as follows:

Future Burn
Diamond Cup Season 4 Top 8 (2nd)

Champion: Morgan McBombus

Troops (15)

4x Thunderfield Seer
3x Flickering Gobbler
4x Starcaller Ancient
4x Thunderfield Elder

Resources  (22)

9x Ruby Shard
9x Sapphire Shard
4x Shard of Innovation

Actions (23)

4x Arcane Focus
3x Combat Training
4x Zygmunt’s Game
4x Ragefire
4x Crackling Bolt
4x Lanupaw’s Sight

Reserves (15)

4x Burn
3x Transmogrifade
3x Crimson Bolt
3x Burning Tendrils
2x Archmage Wrenlocke


This deck tends towards an aggressive burn style; it wants to deal damage quickly, cheaply, and take out any early or mid-game threats that would stand in its way. It opts to hold more control than the all-out burn that Yotul Mogak decks represent, but it still wants to get the majority of its damage in before midrange decks such as those using Rune Ear Hierophant establish their board states.

You may notice that this aggressive deck doesn’t pack that much in terms of troop ATK. Thunderfield Seer and Thunderfield Elder both provide their action-affecting prophecy and then attack or block as needed, Starcaller Ancient is just a 2/2, and the Bumblebots created by Morgan McBombus are speedy but small. You also may notice that both Morgan McBombus’s Bumblebot power and Flickering Gobbler want actions to be played in order to use their powers effectively. Combat Training fills both of these roles nicely, and is reusable as long as one of your troops can connect with the opposing champion. Good thing we have easy access to flight in Bumblebot and Gobbler!

The other actions are great for either damage, removal, or card advantage. Crackling Bolt is a nice 3 damage and a charge for more Bumblebots, Zygmunt’s Game is a potentially reusable action that can wreck solo troops and get around pesky Spellshield, and this deck usually doesn’t mind giving up its troops if it means an eventual hit. Transmogrifade in the reserves is another form of non-damage control that usually finds use in the place of Zygmunt’s Game, and Ragefire is the ever-growing action that goes back into the deck and improves all of its copies. Arcane Focus and Lanupaw’s Sight help get those useful cards back.

There are some other options for the deck as well. Variants sometimes include Sunsoul Phoenix for another potent threat that also works well with the actions the deck has to play. Some variants go for even more action, possibly leaving out Flickering Gobbler for Crackling Wit and some of the cards in Future’s reserves.

However, the prophecy effects are where this deck’s true potential unlocks, from Thunderfield Seer and Elder, Lanupaw’s Sight and Starcaller Ancient. All of the cards in the deck are great, but what if they were better?

Draw all the cards!

Lanupaw’s Sight and Thunderfield Seer both prophecy the next card(s) in the deck with a form of “draw a card”. Lanupaw’s Sight in particular affects the next resource and troop as well; the feeling of playing a resource that cantrips is great! And if you happen to get multiple draw card prophecies on something, your card advantage grows ever larger.

Three damage and two cards for 2? Yes please!

In particular, many of the cards in this deck are reusable. If a prophesied draw card effect lands on Combat Training, Zygmunt’s Game, or Flickering Gobbler, that becomes amazing numbers of cards drawn! Suddenly, Zygmunt’s Game destroying your own troop doesn’t seem like much of a drawback if it means you get an additional card or two. And your opponent will probably be feeling more than just the pressure from attacks when every play of Combat Training or Flickering Gobbler is also drawing cards.

Copy all the actions!

When a troop that’s been trained with Combat Training damages an opposing champion, all copies of Combat Training are put back into your hand. Obviously, replaying Combat Training over and over like this is pretty sweet, but what if we got Thunderfield Elder’s copy action Prophecy action onto it?


So you play Combat Training, targeting your troop. It copies, and you can target the same or a different troop. Both Combat Trainings go to your crypt, and then you attack and damage the opposing champion, putting all Combat Trainings into your hand from your crypt.

Wait a minute, now I have two Combat Trainings that both copy when played.

We can see where this is heading, and it’s not great for the opponent.

Imagine if this also drew a card. That gets copied too!

Copy all the things!

Starcaller Ancient has a special role in this deck, making a copy of any prophesied card that you draw. It comes out early enough that it can make early prophecy impactful, but is also a high-priority target for opponents that—if left unchecked—can cause the effects of a prophecy power to greatly magnify.

Copied resources or troops that all draw cards, copied actions that draw or copy. Where does it end? It doesn’t! And we haven’t even discussed what happens if any of this touches Ragefire!

Release the pent up RAGE(fire)!

Ragefire is special. This escalation card goes back into your deck instead of your crypt and adds 2 to the damage of all your Ragefires in all your zones. That includes your hand, deck and crypt…and the chain too!

So let’s say you managed to get this:


We played three Ragefires previously, so this now does 8 damage. When we play this Ragefire, it creates two copies of itself on the chain. The first one resolves for 8 damage, escalating the two left on the chain. Then the second resolves for 10 damage, escalating the last to be 12 damage.

We would do 30 damage for two resources. Seems fair.

This deck is pretty awesome. I’m certain Future had fun piloting this, and you may too. Give it a try!

You can find Hacky on FiveShards tournament casts and several times a week on his personal Twitch channel. A balanced and competitive Hex player, versed in Limited and Constructed; primarily focused on nurturing the ever-growing Hex community, especially on Twitch.

4 Comments on Future Burn: How to use Prophecy for Maximum Ridiculosity

  1. A fun switch up to this deck is to go for bury with Chronic Madness instead of Ragefire.

  2. The madness version is great if the meta shifts heavily into lifegain and has the benefit of hosing opposing prophecy-based decks, or even decks that are just relying on Lanupaw’s Sight as their main draw.

    Unfortunately, it’s at a disadvantage against Yotul decks where you really just need to race their clock, and burning them down is a much faster win. It’ll heavily depend on the meta. You could always Reserve the Madnesses and swap out for control matchups.

  3. no Heat Wave? How does this deck deal with Hierophants? I’ve been playing this deck on ladder, but when the only option to dealt with Hiero is getting a lucky Zigmunt’s game, I feel a bit helpless

  4. Heat Wave is a great possible reserves choice for this deck, but in addition to being self-destructive to the deck’s troops, it also doesn’t answer a Hierophant once it’s larger than 2/2 without being prophecy-copied.

    Often, the deck isn’t out to destroy a Rune Ear Hierophant, only to delay it enough for the deck to finish its damage. Bumblebot can jump in front of Flight, and Thunderfield Elder is enough to threaten Hierophant at 3/3.

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