|
I have a buddy who really enjoys playing Dimir, and wants to bring a control-y list to game day. He put together a glob of cards that didn't use enough permission/removal, because he was really hellbent on playing Agent of the Fates + Hidden Strings to try and be cheeky. I modified his list to try and strengthen the core of his theme (removal and permission). Managed to keep his Nightveil Specters in there for funsies. Deck: Dimir Control v2.0 //Land 4 Watery Grave 4 Temple of Deceit 4 Dimir Guildgate 5 Swamp 9 Island //Creatures 2 Ętherling 4 Nightveil Specter 3 Returned Phalanx //Planeswalkers 2 Ashiok, Nightmare Weaver 2 Jace, Architect of Thought //Instants 4 Doom Blade 3 Far // Away 3 Psychic Strike 3 Dissolve 2 Triton Tactics 2 Cyclonic Rift 2 Syncopate //Sorceries 2 Read the Bones Display deck statistics I goldfished it a bunch and didn't really ever have any terrible hands. Holding up T2 Syncopate on the play or being able to respond with T2 Phalanx on the draw actually felt pretty solid, and I held back Nightveils in favour of holding up permission/removal on T3-T4. Incidental Scry on the temples and on Dissolve went a long every time. Definitely felt like I could use something a little more to smooth draws/get more card advantage, since Read the Bones - while good - isn't enough. That said, I could definitely see dropping T3 Specters against opposing control decks and having it be really good. Ashiok has been pretty solid in every playtest I've run him since at his absolute worst he's 1UB gain 5 life in a control deck. Jace also gets to serve double-duty being a continued stall while you wait for answers OR digging for your answers. Not even sure what this sort of things wants in a sideboard.
|
# ¿ Sep 30, 2013 02:21 |
|
|
# ¿ Apr 24, 2024 21:57 |
|
Easy to put this all together with what I've got kicking around, here's RDW from Owen Turtenwald with a couple minor tweaks: Deck: Red Deck Wins //Land 18 Mountain 3 Mutavault //Creatures 4 Foundry Street Denizen 4 Rakdos Cackler 4 Firedrinker Satyr 4 Burning-Tree Emissary 4 Gore-House Chainwalker 4 Firefist Striker 2 Goblin Shortcutter 3 Chandra's Phoenix //Spells 4 Lightning Strike 4 Shock 2 Hammer of Purphoros Display deck statistics The only noticeable change to his original list was: -1 Mutavault, -1 Chandra's Phoenix, +2 Hammer. Hammer really is a nice drop to keep pressure running, since with Hammer + any non-creature in your hand you can Hammer, then drop your dude and pretend you played him last turn. And since most of your draws will be dudes, you'll likely have grabbed another cheap guy to cast and swing. My favorite thing so far has been topdecking BTE with Hammer on the board and using the free mana to turn a land into a dude to get 5 power of haste guys down to swing. Thoughts? E: Alternatively, could drop down to 2 x Phoenix in favor of the Hammer, and keep the Mutavaults in. Post-wrath Vaults can get some work done without relying on topdecking burn just to get them back in play, and it's removing another card equally high on curve.
|
# ¿ Oct 1, 2013 04:38 |
|
C-Euro posted:Another idea that I had for Standard, maybe as gimmicky as my Pack Rats deck but a more consistent gimmick- My first thought seeing this list is that 23 land is probably where you want to be, since 22 seems just a touch light when the bulk of your non-removal cards are 3 drops.
|
# ¿ Oct 1, 2013 05:09 |
|
oryx posted:I hate to be a downer, but it seems like you basically side-boarded with his deck? Did you make any changes to the sideboard? While I'm aware the plan for RDW is to go for the throat, I don't ever see Hammer as the play you're making on T3. As has been stated by others, it's your drop when you've played everything else, and that's fine - if it was another creature (barring Phoenix) it wouldn't be swinging immediately anyways. Bonus points are that every topdeck you make from here on out is gas: pull a creature? It has haste, drop it and swing! Pull a land? It's now a 3/3 creature with haste, drop it and swing! It's not your on curve play (drop another CMC1 and CMC2 guy, or a Phoenix, or a dude and a damage spell), but the ability to turn your whole deck (save the other hammer) into gas seems absolutely amazing in a deck whose biggest priority is getting the other guy to 0 without caring what life total he's sitting at.
|
# ¿ Oct 1, 2013 05:26 |
|
oryx posted:The fact that you'd never play it turn three is exactly why it's in the sideboard. When I said I'd play other things over it, I meant that if it's T3, I've got 3 mana on board, and I've got a 1 drop and a 2 drop in hand, I'm likely going to drop them over hammer. And if I do that, chances are the only remaining card in my hand is hammer, at which point playing it T4 becomes likely unless I rip a phoenix off the top, because nothing else is going to get in for damage that isn't just a shock (outside of the fringe case drop Shortcutter to get past a single blocker). And that means T5 no matter what card I rip from the top it's going to be a good draw - mutavault ripped off the top is a 2/2 haste for 2 instead of a dead card for a turn, and every mountain draw isn't a dead draw. That said, Hammer isn't so integral to our plan that we're playing more than 2, because drawing an extra hammer is dead weight. It's not a card you want to play immediately, but I definitely thinks it's a great card in the 60. Jabor posted:I don't see going to five-drops as a good plan (the five drops that are good plays for a RDW-style deck have haste already). But extending the curve to four seems good - Fanatic has four power, and he comes with a free bolt to the face with the hammer out.
|
# ¿ Oct 1, 2013 08:37 |
|
Yoked Ox and/or Returned Phalanx would both be pretty solid to help stymie aggro, alongside the pharika's cures you're already running.
|
# ¿ Oct 2, 2013 17:31 |
|
Returned Phalax is easily to go-to UB early chumper. 3/3 body means it will trade with a bunch of stuff, and if you're keeping to board clean you can opt to pay 1U to start swinging in for 3 a turn. Get rid of Viper's Kiss; it might be ok in draft but it's an absolutely dead card in standard, since it's only good against X/1 creatures. The only creature the denial of activated abilities will matter on already dodges it, anyways. Similarly, Traumatize is not something you should play. It doesn't actually do anything for you, since you have no other graveyard manipulation. Ashiok is a win condition, but if your control suite is strong enough you won't need him to mill things out but instead can just bring back big beaters and swing. Warped Physique is another one of those situational removal cards that's probably just better off being something that is straight up "kill a dude." Verdict in your sideboard does nothing with no white sources, so uh, you may want to get rid of that. AEtherling should probably be at least a 2-of main deck, since he's an absolutely amazing control finisher. Your other side board options are pretty weak: Agent of Fates doesn't actually do anything in your deck unless you're also boarding in the enchantments with him, and Bident is just not a standard playable card in a time when other four-drops in color could be stuff like Verdict. Returned Centaurs also aren't going to help you as much as they would in limited, because you're not chipping at a 40 card library, but a 60 card one.
|
# ¿ Oct 2, 2013 20:05 |
|
Durette posted:In general, I'd agree. My problem with Jace IV is that it's so slow next to Ashiok. She (he? it?) could theoretically do about the same thing Jace IV does the second turn she's on the board. Spamming the +0 on Jace III will (hopefully) draw some targeting and keep things moving along. If I'm up against Control, I'd put him out there first to burn some Dreadbore/Hero's Downfall before playing Ashiok. quote:Also for my meta, almost everyone has gotten away from quote:I think I might hang on to it in the sideboard as a Meta thing. Still lots of Experiment Ones and Boros seeing play and it's a pretty cheap for when you don't want to waste a spell that could kill something larger like Doom Blade or Warped Physique. quote:With Unburial Rights, the Zombies, and Undying critters going away, I think there's a little more wiggle room with putting things in graveyards. Most of the Theros "return from graveyard" put it in hand, not the battlefield which buys a little time. quote:Once again, this is from Limited, but Ashiok is also freaking amazing at slowing an opponent down by watching the land fly by. By T3 when she pops out, if an opponent was lucky and has 5 land in hand or on the board, it really hurts to see the cards you need to pull off T5/T6 type things. I love that. quote:D'oh! Supposed to be Cyclonic Rift. quote:I had Agent of Fates in there more for his Deathtouch/to protect Planeswalkers; any suggestions on something that could accomplish the same? quote:Intent on Bident was to speed up my draw (lovely Think Twice replacement). Any suggestions there?
|
# ¿ Oct 2, 2013 21:37 |
|
thunderchief posted:Why not replace Cancel with another Counterspell - is it not just the same spell but cheaper?? It's EDH; he's limited to single copies of any card.
|
# ¿ Oct 6, 2013 16:41 |
|
I see Chandra's floating around in the sideboards for several of the RDW strategies. What circumstances is she getting boarding in (I'm assuming control matchup for her +0), and what's getting pulled for her (I assume like Shocks or something)?
|
# ¿ Oct 7, 2013 04:54 |
|
Entropic posted:So in Breakfast Burrito, you can replace Lord of Extinction with the original Lhurgoyf and it will make no difference 99% of the time except for the extra style points you'll get, right? Re-read Lord of Extinction.
|
# ¿ Oct 9, 2013 04:35 |
|
Mezzanon posted:Selesnya Aggro:
|
# ¿ Oct 10, 2013 02:13 |
|
Deck: RDW //Land 21 Mountain //Creatures 4 Rakdos Cackler 4 Burning-Tree Emissary 4 Firefist Striker 4 Ash Zealot 4 Boros Reckoner 3 Chandra's Phoenix 4 Fanatic of Mogis //Spells 4 Lightning Strike 4 Magma Jet 2 Shock //Planeswalkers 2 Chandra, Pyromaster //Sideboard 4 Mizzium Mortars 2 Hammer of Purphoros 2 Electrickery 3 Burning Earth 2 Ratchet Bomb 2 Skullcrack Display deck statistics One of many RDW builds, this is what I plan on taking to game day later today and to another event tomorrow. I'm trying to tune up the last bit of it. Main Deck Spells are the most basic and straight-forward thing here, no words to be said on that front. Creature suite is pretty standard - lots of cheap dudes who can attack well, help put up more spells, or give pseudo-evasion (if they don't have evasion). The one noteworthy thing here is that I'm only running 3 Chandra's Phoenix as opposed to 4, in favor of running another Chandra main deck. This was a decision I made to address the heavy mid-range and control meta I'll be playing in today, where I've found both her +1 and +0 to be very useful. That said, I definitely think she ends up stronger in the mid-range match-up than the control match-up. Right out the gates, I'm not sure if I like her as a 2-of in the main, or if I'd prefer another Phoenix there. As I mentioned, in actual FNM play she's been performing very well by giving me another source of evasion and some reach - especially with a post-Verdict board during game 1. Having said that, the option to simply be more aggressive with another bird might still be the better play, since they also do well post-Verdict if you rip any burn off the top. The other decision I've not been able to settle on yet is whether to include Mutavault as a 1 or 2 of. With such a heavy commitment to Red, I really do need to draw 3 mountains early to make sure Reckoners can hit the board, so running for 'vaults just isn't practical, but a couple copies may prove useful. In a build that heavily relies on hitting its colored mana drops, is it worth putting in? Sideboard Selesnya Beats/Tokens - +4 Mortars, +2 Ratchet Bomb, -2 Chandra, -2 Shock, -2 Magma Jet In this match-up I've found the evasion I get from Chandra isn't worth the extra board control I get out of Ratchet Bombs and Mortars. I bring this guys in to deal with Smiters, Wurms, and all the other annoying tokens. Naya Goodstuff - +3 Burning Earth, -2 Shock, -1 Chandra A lot of Naya decks I've run up against run greedy mana bases, usually alongside Sylvan Caryatid (which I have no answer for) to ramp up to threats. Dropping a Burning Earth has threatened more than a couple shocks worth of damage, and dropping them back-to-back is absolutely back-breaking if their mana base is running too many duals. Esper Control - +2 Hammer, +2 Skullcrack, -2 Chandra, -2 Magma Jet Game 1 Chandra is going to help provide gas for you post-wrath, but moving into game 2 Hammer has almost always been a better option for turning your top-decks into instant-gas powered beats. Getting out a hasty Reckoner, or turning a mountain into a bludgeoning hammer is fantastic. Also dropping 2 Jets in this match-up in favor of Skullcrack, which does wonders against Revelations AND other sources of lifegain like Baron and Ghost Dad. Azorius Control - +2 Hammer, -2 Chandra Similar to the Esper control match-up, here we're just moving in the stronger option for gassing things out and building our board back up post-wrath. Blue Deck Wins - +2 Electrickery, +2 Ratchet Bomb, -2 Chandra, -2 Shock I haven't actually got to play against this deck, and won't see it in my local meta since no one has managed to get the cards for it quickly. However, I expect to see it - or some variations on it - tomorrow. Electrickery is an amazing option against Master of
|
# ¿ Oct 19, 2013 16:52 |
|
Took down my game day juggernaut style. I played RDW with Fanatic and Reckoners (not hyper aggressive 1 and 2 drops). Ran smooth like butter, and only came close one game. Fanatic pumping out sick 5+ spikes for 4 is just obscene.
|
# ¿ Oct 20, 2013 05:57 |
|
Hey guys. Came from the Mana Deprived Super Series 2K Saskatoon yesterday where I took it all down with RDW. Write-up on matches actually went up here last night, but I thought I'd post my updated deck-list here, explain some of my thought process and 'boarding options! Deck: Red Deck Wins Best Deck Ever //Land 19 Mountain 2 Mutavault //Creatures 4 Rakdos Cackler 4 Burning-Tree Emissary 4 Firefist Striker 4 Ash Zealot 4 Boros Reckoner 4 Chandra's Phoenix 4 Fanatic of Mogis //Spells 4 Lightning Strike 4 Magma Jet 2 Shock //Planeswalkers 1 Chandra, Pyromaster //Sideboard 4 Mizzium Mortars 2 Hammer of Purphoros 3 Burning Earth 3 Ratchet Bomb 2 Skullcrack 1 Chandra, Pyromaster Display deck statistics Notable changes between this list and the previous one I posted: Main Deck +1 Chandra's Phoenix, -1 Chandra, Pyromaster: After some consideration and testing, I determined that the 2/2 evasive haste body was better game 1 against pretty much every match-up than Chandra ended up being, which isn't to say she wasn't amazing since she was. Often the body on the board was more important in the long run. +2 Mutavault, -2 Mountain: This was a change I toyed around with a bunch, first trying 1-and-1 before going up to 2-and-2. Overall I'm very happy with how it turned out, and Mutavault was almost never an opportunity cost. In fact, I found Mutavault actually opens up the hands you can keep! Normally, 4 Moutains in hand with anything is risky, since running into lands means you're not putting on the gas, but 3 Mountains/Mutavault often mean I could drop Mutavault T1 and start swinging on T2 until/unless I made better drops. Sideboard +1 Chandra, Pyromaster, +1 Ratchet Bomb, -2 Electrickery: Electrickery and Ratchetbomb were both in there to try to answer tokens from Blue Deck Wins, since I was certain I'd run into a ton of them. However, I ended up running the extra 'Bomb since it blew up tokens at any point (in the case of Master->Master), but also because it gave me some flexibility to play against other token decks like Selesnya if I needed to. The other Electrickery came out for Chandra, who I found to be an absolute machine in control match-ups and definitely wanted to draw. Having said all that, typical sideboards went like this: vs. Control: -2 Shock, -1 Fanatic of Mogis, +2 Skullcrack, +1 Chandra, Pyromaster. In this match-up Shock just doesn't do anything great for you, since there's no X/2 guys to hit with it an you end up just doming for 2 with it. Subbing in for Skullcrack to get another 3 damage in was great, PLUS the fact that it shutdown lifegain was actually a game-winner more than once. Bringing in Chandra over one Fanatic was actually to compensate for the all-too-often opportunity cost trade-off: I couldn't reliably guarantee tons of dudes on board when I brought Fanatic down, and 4 mana for a 4/2 + 1 damage seemed weak when I could use 4 mana for 1 damage that afterwards becomes +1 card a turn. In practice, though, this deck won every single Game 1 against control (minus one bad decision game you can see in the writeup) so your side-board is just there to compensate for the extra removal they'll bring in, and life-gain they'll try to sneak on you. vs. RG Monsters: -1 Chandra, -2 Shock, -1 Magma Jet, +4 Mizzium Mortars. While Mortars' sorcery speed means I can't use it as a combat trick to mess with my opponent's combat math, it still ended up being another way to kill most dudes on their board, which was equally important. Even barring that, it allowed me to run my small guys into Polukranoses and Arbos Colossuses and then Mortars them Main 2 which ended up causing more than a few groans on my opponents end. vs. Aggro (not Master of Waves): -1 Chandra, -1 Fanatic, -1 Magma Jet, +3 Ratchet Bomb on the draw; -1 Chandra, -1 Fanatic, +2 Mortars on the play. I actually didn't run into this match-up at all, since among the more-than-50 people there were exactly two mono-red decks: me and a red devotion guy who like a lot of RG monster decks only got going with T2 BTE+BTE+Nykthos plays. The idea here is to forego some 4-drops that might not get to matter in favor of Ratchet Bomb for board wiping. This was always a careful sideboard option that I only ran on the draw, since I would try to balance my life-total and card advantage with a Bomb if I got one in my hand early. On the play the bombs came back out for burn, which worked out better to keep my opponent's board clean. vs. Aggro - Master of Waves: -1 Chandra, -4 Magma Jet, -2 Shock, +2 Mizzium Mortars, +2 Skullcrack, +3 Ratchet Bomb. In this aggro match-up I still remove Chandra since fliers get in to keep her under control, but I kept in Fanatic since my opponent would often avoid trades to keep up Blue Devotion for an eventual Master drop. Taking out Jets and Shocks was relevant since they just can't touch the opponent's board, save Tidebinder (who was a glorified pacifism that doesn't stop me from building devotion). Ratchet Bombs came in for token control, and in practice ended up actually letting me blow up an opposing board of Weirds and Tidebinders. The most interesting side board play I like here is 2 Skullcrack in for 2 Jets. Often, the damage prevention clause on this guy is overlooked, and swinging into a Master of Waves with Red guys almost always results in Master at least blocking something, which meant Skullcrack could come out and be a hero. This only works once during the match-up, though, so after you do it you're better of siding into more Mortars to kill Spectres and Weirds. Having said all that, there were definitely some cards I was totally underwhelmed with in my Sideboard that I'd like to have replaced with other stuff. 3 Burning Earth: This card looks amazing against Esper Control on paper, but in practice it almost always ended up only sneaking in 1 or 2 damage, after I'd pulled stuff like Chandra/Fanatic/Shock out to get it in. It was extremely weak, since control could play around it as much as possible, and most control decks had more than one way to gain life back. Moving forward, I'd definitely turn at least two of these into Skullcracks, and the other into another Ratchet Bomb. 2 Hammer of Purphorus: Man I loved this card when I was gold-fishing originally, and thought it would be dope. Turns out it was just poo poo that looked good. Hammer coming in against control never ever provided me any significant advantage, and when I wanted to be keeping 4 mana up to make sure I could drop Chandra and Fanatic, this card was actually a liability. I think in the actual control match-up, this slot would better be suited to a pair of Gore-House Chainwalkers, since they replace Shocks very well and play very nice with Burning-Tree Emissary. All in all, though, the deck plays extraordinarily smooth and consistent, and that was what mattered more during the event. There are almost no hands this deck can keep - even against control keeping 3 Mountain, Mutavault, Reckoner, Fanatic, Chandra turned into a big W. Obviously that draw is worse with another Mountain and no 'Vault, but I never took a mulligan the entire night (though if you read my match-specific writeup there was definitely one I should have!), and despite losing most of my dice rolls and drawing first I still managed to win a lot of first round matches before sideboards came in, and even then did a lot of 2-0 games. The hardest part of playing this deck is managing what you can afford to give up in swings that will lead to trades, since Fanatic can lead to some extremely lopsided blow-outs - yesterday he managed to bomb for 10+ on a few occasions, and on even more I managed back-to-back Fanatics for 5 then 6. He is definitely one of the strongest cards in the deck, since by T4 you can already have 6-9 red devotion on board. Beyond it's great performance, it's also incredibly fun to play. Plus, with all the guys - even the 7 I met in top 8 - laughing at RDW as something that just got lucky, it was super satisfying to see the absolutely Shocked looked on faces when I took them all down.
|
# ¿ Oct 21, 2013 19:32 |
|
Elephant Ambush posted:I don't think Skullcrack gets around protection from red. I thought all damage was reduced to 0, not prevented, and that's an important difference. Zoness posted:Skullcrack will remove the damage clause of protection but not the targetability or blocking parts. Once they declare Master of Waves as a blocker, you can skullcrack and it's a total wipeout.
|
# ¿ Oct 21, 2013 20:02 |
|
Elephant Ambush posted:Thanks for the Skullcrack clarification. I'll remember that. They mainboard Tidebinder because it's two U (blue) devotion as opposed to something like Vaporkin which is just 1. The fact that it is incidentally more useful against any red or green matchup (RG Monsters is huge right now) is a perk. It also just happens that being able to block grounders is extremely important in opposing aggro matchups, as well.
|
# ¿ Oct 21, 2013 20:04 |
|
Elephant Ambush posted:That makes sense but my experience with aggro mirrors is that it's a race and nobody bothers blocking until they're low on life. I get the devotion bonus but I just get tons of work out of my Vaporkins and it seems worth the tradeoff to me. If you can race faster than they can that extra Elemental token shouldn't matter that much.
|
# ¿ Oct 21, 2013 20:11 |
|
Night Danger Moose posted:Ran this at a fundraiser, split first prize for 27 packs. Came third at GameDay, came 3rd or 4th, lost semifinals to drawing zero sideboard cards against Selesnya aggro. Gonna be bringing this to a charity event in Glen Burnie, MD on Saturday. Thoughts, comments, criticism welcome. This is already leaning the way of RG Monsdevotion/Ramp which is where it wants to be. Things I think that could help:
|
# ¿ Oct 22, 2013 07:58 |
|
Any deck running Nykthos really should be running a 4-of. It's not a card that's good sometimes, it's good all the time, and there's nothing more silly that seeing someone go "Pay 2, Nykthos for 8, play Nykthos, pay 2, Nykthos for another 8, 14 floating dump my hand."
|
# ¿ Oct 22, 2013 14:45 |
|
Korak posted:Are any of you murdergoaters running chandra's phoenix for the synergy between being able to recall it when you cast an instant/sorcery? The deck doesn't run enough burn that domes to make it useful. Remember Phoenix doesn't show up off just any instant or sorcery.
|
# ¿ Oct 22, 2013 21:20 |
|
Elephant Ambush posted:Should I just not even bother? I also noticed you are playing the heavy 1-drop/2-drop RDW plan, and while it's good, I found it to be relatively weak against other creature-based strategies. Selesnya, for example, is already a hard match-up with cheap efficient dudes, and this deck folds even harder to them. Chandra is a great one-of in the main, and I ended up eventually revising my 75 after the event to get 2 more in there (total 3) instead of 2 because of how good she was in the match-ups she was good in. As CRAZY as it sounds, you probably want to drop a creature for her - since 10 burns for removal/reach is pretty much exactly where you want to be. You don't want Legion's Initiative. In addition to potentially sacrificing tempo to get the colors you need, red would really just rather throw down more guys and swing. Lump this in with the Boros Charm - cards white weenies splash for because they lack the awesome red stuff. You can often present lethal by 4 anyways, so they better be packing lots of removal. Cards that I noticed you are not running that in this build you absolutely should be: Mutavaults. When you're playing the heavy 1-drop deck, I've found they are absolutely critical. Going T1 dude, T2 Vault/Striker, T3 animate swing through blocks is great, and still leaves you an open mana on 3 to play another 1-drop. Cards that I noticed you are running that you probably really shouldn't: Fanatic of Mogis. With only a pair of reliable devotion builders (BTE + Reckoner) this guy really isn't going to perform in this deck. On average he'll probably end up shooting for only 3 or 4 when you want him to constantly present threat of dropping for 5+. Not only that, but when you're running a tight curve on the 1-3 with 19 lands (some of which should be 'Vaults!) he really just doesn't become the guy you want him to be. Which is a shame, because I absolutely LOVE this guy. Cards that I noticed you are not running that you probably should be: Shock, Ash Zealot, and Chandra's Phoenix. The former two are absolutely amazing. Against control players, you can drop shock T1 and not feel bad about it. Against weenie players it's almost always going to be R: Kill a dude, which is ALWAYS good for keeping the line clear for your guys to swing. Ash Zealot is another amazing creature this deck really loves. I know it doesn't play nice with BTE on T2, but haste is extremely relevant, and First Strike is absolutely great against other creature-oriented decks sine you can swing into normally unprofitable blocks and zap a guy to make First Strike take the guy down. Just as importantly, if you want to play Fanatic it builds devotion for you like a champ. The last of the three cards is one I SEVERELY underrated and thought to cut in favour of 1-drops. Once again, haste is incredibly relevant against all decks. And secondly, there are only a small number of creatures seeing play that stop Phoenix: Spectres, Demons, Raptors, and Colossi. Among those, you can clear 2 with burn and get in. The OTHER important thing Phoenix does is resist removal. When you can EOT burn your opponent as they pass back to you, untap and re-cast a 2/2 haster you're living in value-town. In a hand with Zealot, BTE, and Phoenix, you can also T2 swing 2 haste, T3 play Phoenix off BTE (assuming you have triple red up) and get in for more hasty damage. To be frank I think the not-Cackler 1 drops are just not that amazing. Satyr looks really good on paper, but can really put you in a bad place if they have ANY 1 or 2 drops. Running Satyr into Soldier of the Pantheon is a losing proposition. Not only that, but if your meta is heavy with OTHER red decks, shocks, jets, and strikes 2-for-1 him so hard it's unbelievable. And if you want to play Fanatic, you should probably run 20-21 land. Even at 21 land in my main I wasn't hitting 4 on 4 reliably. Trying to do that on 19 land is even harder.
|
# ¿ Oct 23, 2013 21:17 |
|
Skullcrack also let's you run your guys into Master, but it only works once. As Jabor said, Phoenix is the poo poo. I was the first naysayer and only ran two because I thought I needed a spot filled. Then it just played so amazing ( evasion is incredibly relevant!). The recursion is also relevant in a very heavy black presence meta. It also works great against Desecration Demon! I also wouldn't run more than 2 Mutavaults. I run 19 mountain/2 Vault which is working just right, but drawing more than one Vault is not good for this deck since it often only Vault swings to trigger battalion, after mass removal, or after early trades when you're drawing poor. You're also highly understating Zealot. She's a great drop T3 after you BTE-Striker since you get the evasion online with haste - if you don't have a bird in hand with three mana up. Chainwalker is awesome, but I've all but cut him from my lists since power 3 is all he's offering to your game plan and can be chumped easily. I run more burn instead, since I'd almost always rather BTE-chain into Magma Jet and set up T3/4 than him. Also, in a meta heavy with removal, getting lots of multi-red devotion sources online is key. Lots of guys will drop removal just to make Mogis less scary.
|
# ¿ Oct 24, 2013 11:20 |
|
I'm actually thinking about Shred Freak in my RDW to get around Doom Blade. Haste is relevant, and Cacklers have been doing so much work in those matchups.
|
# ¿ Oct 24, 2013 23:31 |
|
Unless your meta is laden with Boros decks, I found Peak Eruption to be pretty useless. Similarly, I found Burning Earth to be marginal in the matchups it's GOOD in, and would rather have just kept in shock or another burn. I saw this deck in action, and it's basically the RG devotion deck in terms of draw potential, except you get blown out if you don't draw Nykthos and combo off BTE early. RG monster devotion is safer since you end up packing not-Nykthos ramp and can actually combo off T2, where this deck can't go off until 3.
|
# ¿ Oct 25, 2013 17:04 |
|
MatCauthon posted:I'm running this version of RDW, which has been fairly successful, except against R/G or Mono-Green devotion. About half the games I can squeak through enough damage before they ramp up, the other half of the time they stabilize and crush me, or curve out and crush me. Any suggestions? From experience, you really, really want all four copies of Fanatic - even over Chandra. He's such a huge play on T4 or T5 and will often end games stronger and sooner than your planeswalker will. Mugging might be an ok sideboard card, but I don't know that I'd run it main. Sorcery speed hurts, and even against RG where it would theoretically be best, it can't touch the Caryatids that wall you out. It's another point of consideration for running Firedrinker Satyr: I'll gladly pay 2 and 1 life to kill a Caryatid, and since your opponent knows you can they just won't offer it up. Shocks and Strikes are awesome, and they're probably all I'll contour to run. I mean, magma jet is my favorite non-creature to hit off a BTE chain, but 2 for 2 and Scry 2 is just not shock or strike which you really need.
|
# ¿ Oct 27, 2013 04:49 |
|
Been preparing for this coming weekend event, made some changes after the last one which I feel tighten things up a bit more. There are still some other changes I'm considering, but I figured I'd provide an update and some input. Deck: Red Deck Wins Best Deck Ever //Land 19 Mountain 2 Mutavault //Creatures 2 Firedrinker Satyr 4 Rakdos Cackler 4 Burning-Tree Emissary 4 Firefist Striker 4 Ash Zealot 4 Boros Reckoner 4 Chandra's Phoenix 4 Fanatic of Mogis //Spells 4 Lightning Strike 4 Shock //Planeswalkers 1 Chandra, Pyromaster //Sideboard 4 Mizzium Mortars 3 Ratchet Bomb 4 Skullcrack 2 Chandra, Pyromaster 2 Act of Treason Display deck statistics Notable changes since the last iteration: Main
Sideboard
Most of the match-ups notes from previous postings remain the same, and there aren't a lot of changes I'd make against a lot of decks. Most notably, against blue I actually leave in the Shocks, and drop two Satyr's for a pair of Skullcracks (which I then board back out if they see me kill Master with it). As I've mentioned, there are a couple of things I'm still up in the air about and haven't set in stone:
As always, all feedback and opinions appreciated. I'm just looking for some input to help sway me on a few of these decisions.
|
# ¿ Oct 30, 2013 01:28 |
|
Mezzanon posted:Mikujin, I'll start testing with those changes tonight. It's good to see something that can drop nightveil, but I might still find room for 2 jets....... The problem is there isn't much room for them. You might get away with dropping Chandra and maybe one BTE main for them if you really want them in, I guess.
|
# ¿ Oct 30, 2013 15:49 |
|
Tubgoat posted:Is everyone consistently chaining BTE but me? Whenever I run her, I'm always disappointed past turn 3 when I draw spares. Could not her set be replaced with a pair of Legion Loyalist and a pair of either Mugging or Magma Jet? Mugging has been less disappointing that I initially assessed (and if anyone has any non-foil French ones at a reasonable price, please let me know) and it can always be turned into faceburn by pointing at the one's Reckoner. I'd probably favor Magma Jet, though. Loyalist trigger helps negate Firedrinker's downside.
|
# ¿ Oct 31, 2013 04:37 |
|
jassi007 posted:easy black removal + scryland manabase is better than having to rely on counterspells and guildgates basically. Burning Earth is useless in every matchup other than Esper ATM, so it doesn't fear that brand of hate. In my experience Burning Earth is a waste even in the Esper matchup.
|
# ¿ Nov 1, 2013 16:32 |
|
Gonna be off to another event this weekend piloting my updated RDW list! Sounds like a buddy of mine is going to loan some of my Thoughseizes (what the hell I do have like 7 ) and Hero's Downfall to play mono-black. Additionally, another guy I know will be piloting a nearly identical RDW list, and fellow goon KingofSprings will be doing something similar there. Wish us luck!
|
# ¿ Nov 1, 2013 17:42 |
|
Elephant Ambush posted:As a fellow RDW player I hope you and your friend are victorious. I'd love to see an after-action report when you get back. Yup, I planned on doing a write up just like last time. Except this time I'll post my match-up specific stuff and intended changes here instead of the main thread. : downs:
|
# ¿ Nov 1, 2013 18:15 |
|
The store running the event today is buy listing Hero's Downfall at $20 right now since they're short for today. I traded some in to foil out most of my RDW, sans a few of the pricier foils like Chandra and Reckoner. This is gonna be a fun day. P.S. I'm a terrible person.
|
# ¿ Nov 2, 2013 15:18 |
|
TheKingofSprings posted:Goddamn what a clusterfuck this is, normally the tournament room's open by now. Haha yep. I'm in line for deck reg right now. How about you?
|
# ¿ Nov 2, 2013 16:05 |
|
TheKingofSprings posted:Already picked mine up, got it filled out just now. Good luck man! If you run into another RDW list be sure to ask if it's a goon. A buddy of mine is playing an identical list, so it could be him too!
|
# ¿ Nov 2, 2013 16:18 |
|
TheKingofSprings posted:People do this? It's really only behind like 30 minutes. Chatting with Rich this morning he said they wouldn't let them in til 10 to set up poo poo. Still annoying as hell.
|
# ¿ Nov 2, 2013 17:28 |
|
2-0 round 1 playing against a chair. He satires me down but eventually folded. (I'm a terrible person.) Hopefully round 2 is more exciting.
|
# ¿ Nov 2, 2013 18:04 |
|
Not gonna be much matchup tech guys. Round 1: Opponent never shows up. 2-0 Round 2: I play against KingofSprings in the mirror, he wins the dice roll. Game 3 I keep a 1 lander with the best explosive t2 I could want, draw ok lands til t4, which makes Peak Eruption on me quite effective. 1-2 Round 3: Blue aggro. I lose the dice roll. We race each other to zero and game 3 t4 master for 2 into t5 master for 3 is enough to win. 1-2, drop. Wish I had better things to report, but that's about how it goes. I'll try my hand at the drafting table!
|
# ¿ Nov 2, 2013 20:58 |
|
In RDW, Shock is almost always better than Magma Jet. Burning Earth ends up being worse than you want it to be almost all the time (even against the matchups where it's good).
|
# ¿ Nov 5, 2013 21:31 |
|
|
# ¿ Apr 24, 2024 21:57 |
|
Captain Capitalism posted:Hm, I guess it's because it's the same damage for 1 mana? What do you think of the list in general? Are there any points that can use some work? Chandra's Phoenix if you've got burn or Chandra on board is great, Firefist Striker stops him from blocking your guys, and Reckoner gets a free pass to swing against them. Alternatively, play a dude a turn and keep saccing them.
|
# ¿ Nov 5, 2013 22:32 |