Fires of Invention is another in a long list of super sweet build-around-me cards in Throne of Eldraine. It encourages you to build your deck in a very specific way in order to take advantage of its massive upside and real restrictions. Unlike Experimental Frenzy, it wants you to pack a lot of expensive spells, and unlike Wilderness Reclamation it wants you to do everything at sorcery speed. Let's see what we can do with it!
Gruul Fires of Invention
4 Fires of Invention 4 Cavalier of Flame 4 Biogenic Ooze 1 Skarrgan Hellkite 2 Escape to the Wilds 4 Bonecrusher Giant 4 Gilded Goose 4 Incubation Druid 4 Paradise Druid 4 Bond of Flourishing 1 Vivien's Arkbow 4 Stomping Ground 12 Forest (347) 8 Mountain (343)
Cavalier of Flame seems like the most obvious card to pair with Fires of Invention regardless of what our supporting color ends up being. Fires of Invention lets you cast multiple large spells, but leaves all of your mana available. Cavalier of Flame is a powerful 5-cmc creature that benefits from being able to cast another large creature in the same turn and still lets you use all of your mana in addition to the two spells. The card filtering ability is also super relevant, as you can cash in your early game chaff for big spells to cast for free.
Biogenic Ooze and Skarrgan Hellkite are two more powerful 5-drops that let you use your mana to great effect. The Hellkite gives us a bit of interaction which this build otherwise lacks, but Biogenic Ooze can get out of hand quickly when you are able to activate it the same turn it is cast. The multiple creatures also benefit from Cavalier of Flame activation.
Escape to the Wilds is an interesting new card advantage spell from Throne of Eldraine. It's only powerful when we are using it with our key enchantment so we don't want to rely on too many copies, but it is enough of a raw card advantage engine that it is worth trying.
Bonecrusher Giant, similarly to Murderous Rider, is likely to be one of the best cards in Throne of Eldraine. It just gives us so much flexibility, and lets us include some interaction while still letting us play a lot of beef in the midgame if our main plan isn't shaping up yet. It's not particularly synergistic in this deck, but it's strong enough that we figured we'd try it out in our initial build.
Gilded Goose and Incubation Druid are perfect ramp spells for this deck. Ramping into Fires of Invention isn't the best plan in the world, since we really need to have five actual lands in play before it has a major impact. However, we can't rely on having Fires of Invention on time every game with this build, so we want to be able to cast our fatties naturally. Both of these creatures allow us to use our mana when we do have Fires, either gaining us a bit of life or growing into a real sized threat.
Bond of Flourishing is a nice little way for this color combination to dig for its key enchantment (and hitting any other card in the deck if we miss) while also keeping us afloat in life total. Vivien's Arkbow is just a way to use our mana when we have Fires going. We have perhaps included too many mana sinks in this particular build so we're only starting with 1 copy, but it's a powerful enough mana sink that it's worth considering.
So green definitely provides a lot of options, but what about blue? We should be able to put together a list that reliably finds Fires of Invention by turn four.
Izzet Fires of Invention
4 Fires of Invention 4 Cavalier of Flame 1 Skarrgan Hellkite 3 Ral, Izzet Viceroy 4 Crackling Drake 4 Drawn from Dreams 4 Ral's Outburst 4 Opt 4 Anticipate 4 Shimmer of Possibility 4 Steam Vents 4 Temple of Epiphany 8 Island (335) 8 Mountain (343)
This build looks super cool. It's obviously a bit top-heavy, but we can slot in copies of cards like Lava Coil, Shock, or Flame Sweep when we have a better idea of the metagame. For day 1, let's just focus on achieving our Plan A as often as possible.
In addition to finding Fires of Invention more frequently, the blue version will never run out of gas once it gets online. Drawn from Dreams was basically built for this interaction – digging for specific cards is much more valuable than drawing two cards when you can cast large spells for free. Crackling Drake and Ral's Outburst are solid 4-mana options to cast on the turn that you drop Fires that also replace themselves, ensuring that turn 5 will be amazing.
Cavalier of Flame is still awesome in this build. We don't have as much of an ability to go wide as the green version to take advantage of the +1/+0, but Crackling Drake is amazing with haste. The discard ability also lets you filter out all of your cheap cantrips that you don't have time to cast anymore, further growing Crackling Drake's power.
Ral, Izzet Viceroy seems like a sweet option to try at 5 mana. Perhaps we have too much card draw in this build already, but being able to kill a creature and continue digging seems great.
Shimmer of Possibility and Anticipate contribute to the Drawn from Dreams plan of specific card selection. In the early turns, we have a ton of looks to find the key enchantment, and later they help us find whichever specific expensive spell we are lacking.
We've only looked at some of the more obvious 2-color builds with this card, but it's possible to get much crazier. Banish into Fable could create a massive tempo play while also creating a bunch of tokens to buff with Cavalier of Flame. Circuitous Route and more land ramp like Growth Spiral could enable us to play more colors and go bigger on the high-end spells. All of the 5-mana Cavaliers are worth considering, but Cavalier of Dawn specifically is interesting to consider since we could exchange our own Fires of Invention for a 3/3 if we can find lethal, but can get it back later or if it was otherwise dealt with.