Harness the power of fire and lightning to defeat your foes! The "Wrath of the Mortals" deck features a wide range of damage spells as well as creatures that reward you for casting them. As you blast away your opponent's forces, your creatures become more and more dangerous. Young Pyromancer and Guttersnipe trigger every time you cast an instant or sorcery, netting you additional creatures and damage. If possible, try to get these Shamans onto the battlefield before casting your other spells. Because your creatures yield more benefits the longer they stay on the battlefield, trading them with opposing creatures is usually not a good plan. Don't be afraid to take some early damage while you get set up.
Your suite of burn spells is both formidable and versatile. Many of these spells can target a creature or a player, so you'll be able to either remove problematic enemy forces or simply finish off your opponent. Flames of the Firebrand and Turn // Burn are great ways to clear out an early rush, and Battlefield Thaumaturge makes them brutally efficient if you're going after multiple creatures.
Turn / Burn and Mizzium Mortars both become more powerful as the game goes on, as they give you the option of spending additional mana for a larger effect. When you're running low on damage spells, Divination and Steam Augury help you refuel. When playing the "Wrath of the Mortals" deck, you shouldn't seek to prolong the game like you would with a typical controlling deck. Instead, you'll want to switch from defensive to aggressive at the first opportunity. Knowing when to use your burn spells on your opponent's creatures and when to go for the throat is crucial. Spellheart Chimera and Guttersnipe are both great ways to close out games while your opponent is on the back foot.
Your sideboard will allow you to adjust your strategy for certain matchups. If your opponent is playing an aggressive deck with small creatures, you can swap out your higher-cost spells for more ways to interact early, such as Izzet Staticaster and additional copies of Flames of the Firebrand. Elixir of Immortality can help against decks that try to finish you off with burn. If your opponent is playing a slower deck with lots of creature removal, you can take out some fragile creatures like Guttersnipe and add inexpensive ways to counter big spells in the form of Dispel, Negate, and Essence Scatter.
Once you've got a feel for the deck, you might want to make some changes to tune it to your style of play. If you like casting lots of spells to trigger utility creatures, you could play Prophetic Flamespeaker, a Journey into Nyx creature that can allow you to cast multiple extra spells a turn. Keranos, God of Storms from the Journey into Nyx set lends itself to a more controlling game, as it lets you draw an additional card or deal damage to a creature or player turn after turn.
Each Magic™ deck may have a sideboard—a group of extra cards that are particularly good against certain opponents. For example, a card that says "Destroy all artifacts" is great against someone playing a deck that relies on lots of artifacts, but useless against opponents who aren't playing with artifacts. After you play a game against an opponent, you may make changes to your deck using cards from your sideboard. You must reset your deck to its original configuration before playing someone new. In a Constructed game, your sideboard consists of up to 15 cards. Your combined deck and sideboard can't have more than four copies of any card other than basic land cards. Your deck must have at least 60 cards. In a Limited game, all the cards you opened that aren't in your main deck are in your sideboard. Your deck must have at least 40 cards.