Hmm... Jinxed Idol. Seems like that would be a bit slow and counter-intuitive of this deck. 2CMC and sacrificing a creature just to give it to your opponent. I mean I can understand it also being Rebirth food, but it's a little expensive for that. Your opponent would have to keep it for 3 turns just to hit the same CMC:Damage ratio of Bolt, but Bolt does that much damage in 2 turns plus you'd still have the damage from the creature that you sac'd to give Idol away. I guess give it to an opponent to force them to sac a wall or something, and then when you get it back, Rebirth it?
I just don't know if it's worth it, it seems like something people would rather play against us to minimize the onslaught. Just my opinion, but I tried to Revoke a Pyroclasm, so maybe today's just not my day!
If every card equaled the CMC:Damage ratio that Lightning Bolt had, this would be a stupid, stupid game. Jinxed Idol is meant for control matchups. You play it turn two or three and give it to them asap. It should do 6-10 damage to them before they either activate a Tar Pit and sac their land or they've finally played a grave titan and hopefully, they're close to dead so you can get through with whatever you have left whether that is burn or battle cry pumped signal pests (entertaining way to kill someone, fyi)
10 damage from Idol? That's awfully long... that's putting the game at turn 6 assuming they've had control of it the entire time that it's been in play. Is it really that common for them to not sac something or are they just too slow to be able to?
@Biomancer - Just built the deck up today, based on the conversations going on here.
I wouldn't really try prophetic prism. While it is good because it replaces itself, it doesn't really further the plan any more, it just keeps the deck from screwing up.
Since the only blue cards in the deck are trinket mage, and an activated ability, I dont think any more than a couple of mana sources should be necessary. If I get into a heavy blue splash post board, I would consider changing around the mana base more, probably including another Expanse and another Island.
I'm going to be testing it this week, I will definitely let everyone know how Trigon of Thought is working.
Idol + TukTuk. That's why it's playable. And because of the ridiculous amount of creatures in control decks: next to none. Remember the i-never-smile-2-creature-control-deck?
Stupid Grave Titan bringing his children is the only "problem". And he's at 6cmc in a deck without ramp.
Just my opinion, but I tried to Revoke a Pyroclasm, so maybe today's just not my day!
I love this quote...can I put it on my sig?
But yeah, Jinxed and Tuk are tech for control and that's really the only type of deck we have to worry about since we can outrace anyone...short of a God-hand.
There has been some discussion on other threads about adding B for disruption and even though it sounds good, I think having a good side board for control is going to give this deck good results. That and winning the first game is important to getting the match;)
bone hoard and Mark of Mutiny are the best so far in testing.
They side out singular removal for mass removal so bone hoard is hard to deal with.
not uncommon for bonehoard to be a 7/7 creature turn 4
I think I like Mark better than Raid Bombardment. Bonehoard is interesting, but I don't know if my version can handle a 4 drop and, if it could, I'd probably run Koth out of the side.
This is what im going to run, i have most of the other cards people run just dont know what to take out.
That's a pretty standard build from the other threads, but this thread is about going all in and going small. It's about taking advantage of every bit of mana you can and making the most of your first three turns and the battle cry mechanic. It's about going All In for a quick win.
Give my list a try. It's at the bottom of the OP.
===================================
OK, here's what I did tonight, just to see how fast this deck is. We've all been saying it, but could I prove it?
So, I ran 72 goldfish hands, just to see how much damage it can do by turn 3. Out of those 72 hands (with only a few riffle shuffles in between), I had 4 mulligans. The high was 28 and the low was 7. 18 hands dealt over 20 damage by turn 3, which is exactly 25%. So, one fourth of the time, this deck can kill on our turn 3. Interestingly, no turn 2 kills. There were about another 20 games where I had enough direct damage in hand to kill them on my upkeep of turn 4. The mean was a little over 16 points of damage by turn 3.
@kaevyn: I see you took out the Quest for Pure Flames for Devastating Summons. I myself am also running 16 land, and I find a lot of games where I'm using two land the whole game. How many land are you typically sac'ing to Summons, and are the two extra creatures worth it? I really like some hands with quest as it turns 2 bolts into 12 damage, or a Bolt and a Blast into 10.
also @ the guy playing 4 chimeric mass...why? have you really played with chimeric mass? the mana u sink into it never equals the mana you could have spent on a more aggressive approach. and the old answer "oh i can just sac it to kuldotha" is a lame excuse. thats like me saying, "im going to play golem heart. its not going to do anything but atleast i can sac it to kuldotha rebirth" might as why play the mox then if you are going to just sac an artifact.
To me, it's more like the other way around. If you're going to be playing Mox's then you might as well be playing Chimeric Mass, as the number of times you'll tap mox for mana is just insignificant whereas Chimeric Mass might actually be useful.
On a sidenote, don't ever compare a 2 mana artifact to a 0 mana artifact for the purpose of sacing to rebirth. No, just no.
I have really liked the jinxed idol, either they're losing blockers or they're taking damage either way it sounds good to me. Not sure what kind of a sideboard is needed but it needs to be transformational so this deck can get around the SB options out there. This build deals over 20 in 4 turns with about 85% accuracy... which is ridiculous.
I'm still playing with white splash, and I like the concept of artifact and swinging the curve up... Test test test!
If you want to keep to the massive burn strategy, use Kiln Fiend.
He's another "all-in" creature.
You could also use bushwhacker. Kicking him turn 2 with a GG on board is 5 more damage, having ur opponent at 13 after 2 turns.
This seems to be reds biggest weakness: a lack of haste-playable creatures.
Actually, I have been using Kiln Fiend instead of Geopede. I have just not updated the list, and actually have quit playing it. I played it a couple more times, usually placing second, but I've decided to go with the recent Kuldotha build. So fast! Also, my play style is more on the control side now. But when I'm playing at my college Magic club, I always use a red deck. I try not to bring decks worth $400+ since most of the decks there are worth less than $10.
No, it isn't just you. This will make std fun again for me. And it will beat down Valakut. Hard.
This. This deck is sooo much fun.
The only card I'm still iffy about is Wardriver. He just seems, I dunno, slow to me for some reason. I am thinking I would rather have-- and you all will hate me for this-- Ember Hauler in his place. Or even maindecked Jinxed Idols. The accumulated damage/reach I believe is better than another guy whose vulnerable to spot removal.
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"Well, well, if it isn't the most diabolical haters this side of the Mississippi." Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
Have a helicopter drop you off out front. Light your cigar with a small Indonesian boy holding a black lotus. Then bust out a craw wurm deck with no sleeves. Raw dog shuffle, loose terribly, flip the table, leave in a hovercraft.
The only card I'm still iffy about is Wardriver. He just seems, I dunno, slow to me for some reason. I am thinking I would rather have-- and you all will hate me for this-- Ember Hauler in his place. Or even maindecked Jinxed Idols. The accumulated damage/reach I believe is better than another guy whose vulnerable to spot removal.
You're not the only one feeling that. I too feel that he's a bit slow given the 2cc therefore i'm only playing one of it.
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Currently Playing
T2 R Kuldotha Red 46-16 RW Boros
You're not the only one feeling that. I too feel that he's a bit slow given the 2cc therefore i'm only playing one of it.
One seems really inconsistent, even for this deck. Is there a reason not to just run 4 Idols in its place?
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Sig by ChibiSwan~!
"Well, well, if it isn't the most diabolical haters this side of the Mississippi." Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
Have a helicopter drop you off out front. Light your cigar with a small Indonesian boy holding a black lotus. Then bust out a craw wurm deck with no sleeves. Raw dog shuffle, loose terribly, flip the table, leave in a hovercraft.
Wardriver is another threat for the opponent.
They will want to kill it asap if you don't have a chief on the field.
Personally, I love the card, but I can also see where you guys are coming from.
He is slow by himself, but that's my only issue with him.
I think Jinxed Idol is best used in side board.
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Notable Outcomes
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
@kaevyn: I see you took out the Quest for Pure Flames for Devastating Summons. I myself am also running 16 land, and I find a lot of games where I'm using two land the whole game. How many land are you typically sac'ing to Summons, and are the two extra creatures worth it? I really like some hands with quest as it turns 2 bolts into 12 damage, or a Bolt and a Blast into 10.
What I found was that the Quest extended the win out beyond turn 4 too often.
DS is almost always a sac for 1. Generally, turn 1 or 2, but turn 3 with a Bushwhacker is always fun. Great way to follow up a board sweeper.
BTW, I'm thinking of adding 1 more mountain. 16 felt too little and 18 is too may. I just don't want 13 mountains... a little trisk-phobic, I guess.
I have really liked the jinxed idol, either they're losing blockers or they're taking damage either way it sounds good to me. Not sure what kind of a sideboard is needed but it needs to be transformational so this deck can get around the SB options out there. This build deals over 20 in 4 turns with about 85% accuracy... which is ridiculous.
I'm still playing with white splash, and I like the concept of artifact and swinging the curve up... Test test test!
So, you are only playing 14 lands? That may be a little too few.
One seems really inconsistent, even for this deck. Is there a reason not to just run 4 Idols in its place?
Thats because I'm playing 3 Hero of Oxid Ridge and I don't want to play a 4th so wardriver is a cheaper option. Though I might just switch back to Goblin Chieftain. Most of the time majority creatures on the board are goblins anyway despite the fact that it can't boost Signal pest and Memnites.
But so far I think Hero of Oxid Ridge is best against aggro. Played 12 games (6 against U/W Control and 6 against U/B Control) and I find Koth is way better than him against control since they can't kill the 4/4 haste that easily and even if they do, you don't lose your Koth.
Hero on the other hand, works wonder with aggro as they have small creatures.
Well a lot of you guys are playing CWZ which isn't really a land, either way 14 with the 4 Moxes has been very friendly to me. If I draw a hand with the ability to make one red mana first turn I would almost always keep the hand.
What are your thoughts on Jinxed Idol? Also I'm rather lukewarm on CWZ, it can be really cool if you get to use it twice, but two often I feel like it would be a bodyless BushWhacker. Also using it to replace bushwhacker in a R/W deck may alleviate the mana issues I had when I tried it last...
Dev. Summons is a turn 2 or 3 play for the number of mountains I have -1 (unless I have a bushwhacker in hand, in which case I'd probably not be playing the dev-summons in the first place). Even 1 mana for two 1/1's is good for this deck.
also @ the guy playing 4 chimeric mass...why? have you really played with chimeric mass? the mana u sink into it never equals the mana you could have spent on a more aggressive approach. and the old answer "oh i can just sac it to kuldotha" is a lame excuse. thats like me saying, "im going to play golem heart. its not going to do anything but atleast i can sac it to kuldotha rebirth" might as why play the mox then if you are going to just sac an artifact.
-chias
Imo Chimeric mass is a great card in this deck. Obviously you can sack it turn 1 for for free but it also survives board sweepers which destroy our momentum. If I drop 4 or 5 creatures on turn one then my opponent sweeps on turn two its good to have a mass to survive.
Also on another note, I'm not sure why some people call Mox Opal a horrbile card in this deck. Imo this is one of the most important cards to making this deck so explosive. It is nice to be able to drop two memnites a mox and a kicked bushwhacker for 6 damage on turn one. Or drop to memites, a mox, a rebirth and a signal pest, then swing turn two for atleast ten and with bushwhacker youre looking at gg.Not to mention if i get a god hand I can do 12 damage before my opponent has played a land. I mean now with signal pest my artifact count is at 19 including the mox. This allows me to get metal craft turn 1 more than half the time. Maybe most of you arent running as many artifacts so your mox isnt as relevant but for me the deck just wouldn't be on the same level without it.
Again, why exactly are we not running Jinxed Idols in the main? Is there a match-up they're bad against, other than the mirror?
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"Well, well, if it isn't the most diabolical haters this side of the Mississippi." Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
Have a helicopter drop you off out front. Light your cigar with a small Indonesian boy holding a black lotus. Then bust out a craw wurm deck with no sleeves. Raw dog shuffle, loose terribly, flip the table, leave in a hovercraft.
Well a lot of you guys are playing CWZ which isn't really a land, either way 14 with the 4 Moxes has been very friendly to me. If I draw a hand with the ability to make one red mana first turn I would almost always keep the hand.
What are your thoughts on Jinxed Idol? Also I'm rather lukewarm on CWZ, it can be really cool if you get to use it twice, but two often I feel like it would be a bodyless BushWhacker. Also using it to replace bushwhacker in a R/W deck may alleviate the mana issues I had when I tried it last...
Dev. Summons is a turn 2 or 3 play for the number of mountains I have -1 (unless I have a bushwhacker in hand, in which case I'd probably not be playing the dev-summons in the first place). Even 1 mana for two 1/1's is good for this deck.
I'm sold on CWZ! It basically means you have 12 Battle Cry effects in your deck instead of 8. What's not to like? It plays the Pests and Spellbombs, Mass and the Idol in your deck. Nothing wrong with Mountain, Memnite, Orni, Rebirth on the Orni, then play CWZ and swing for 8 on turn 2. If your opponent swings on his turn to take it, it'll stay tapped and you'll likely get it back, at which time you DS it.
After playing 19 matches last night against various builds, some of which were random stuff like a Sparkmage/Burn with Spitfire+Collar siphoning life away from me while I punched them in the face for 14. Did not expect. Regardless, over those 19 matches, CWZ seemed like a weak point. Either I'm not familiar with how to play it or it just isn't very often playable. Found myself needing another R to kick Bushwhacker and only having CWZ, having only CWZ untapped and nothing to do with it, and I found myself losing CWZ to Squadron Hawks. Pretty sure I'm just going to rep them with mountains and see how that goes.
If I drop 4 or 5 creatures on turn one then my opponent sweeps on turn two its good to have a mass to survive.
and how many counters are you going to exactly have on your chimeric mass? if you just played your entire hand and got swept turn 2 gg. ur gunna have a 1/1 maybe a 2/2, and if ur opponent swept your entire board theres a good chance hes going to have some form of spot removal for the chimeric mass. and this shouldnt even be happening to begin with because you overextended...honestly no matter what cards you played in that scenario you lost.
as for the mox thing, i like mox and do believe you need it for explosiveness so dont take me wrong on what i said. i was just saying that im tired of hearing the same bs over and over again of, "im going to play this card...its really good but i have no reasoning behind it. oh wait its good cause i can sacrifice it to kuldotha rebirth, therefore it should belong in the deck."
if you're that much afraid of removal then dont play this deck. obviously a turn 2 pyroclasm is going to be pretty devastating. and even if they arernt playing that card there's plenty of other cards that can ruin our day. black sun zenith comes out pretty fast and makes u/b control not a walk in the park anymore. ratchet bomb can sweep us turn 2 if we got a bunch of 0 costing things aka..memnite,ornithopter,mox,goblintokens,chimericmass. so maybe people have just had some bad experiences with the deck so idk...
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I am petitioning for the removal of people who whine about mythic rarity. Sig this if you agree; they should just get over it. The mythic rarity serves to protect the price of rares that due to record printings are extremely lower than what they were during say, Ravnica block. Get a job.
Again, why exactly are we not running Jinxed Idols in the main? Is there a match-up they're bad against, other than the mirror?
other aggro? It would be silly of Boros to trade their creatures for ours, but it is possible. Elves, Mono Green Aggro (which seems to be more of an online thing, but the G/W version seems like it could be legit), and I think before long you'll see some White Weenie decks running around.
EDIT: Secret tech i've been working on, and I know i'll catch some guff for this: Pyretic Ritual. It can really help the explosiveness of this deck, especially since many of us are running 2-4 Contested War Zone, not to mention that one extra mana can do a lot in this deck.
I.e. - Turn 1: Mountain, Memnite, Rebirth
Turn 2: Mountain, Guide/Wardriver/Kicked bushwhacker (take your pick), swing in for 3-5
Turn 3: Warzone, Ritual, Hero of Oxid Ridge, swing in for a bunch.
Not to mention you could also just be throwing down a second turn Wardriver/Guide with 3 tokens already on the board. It has potential I think. I just need to test it more.
If every card equaled the CMC:Damage ratio that Lightning Bolt had, this would be a stupid, stupid game. Jinxed Idol is meant for control matchups. You play it turn two or three and give it to them asap. It should do 6-10 damage to them before they either activate a Tar Pit and sac their land or they've finally played a grave titan and hopefully, they're close to dead so you can get through with whatever you have left whether that is burn or battle cry pumped signal pests (entertaining way to kill someone, fyi)
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I wouldn't really try prophetic prism. While it is good because it replaces itself, it doesn't really further the plan any more, it just keeps the deck from screwing up.
Since the only blue cards in the deck are trinket mage, and an activated ability, I dont think any more than a couple of mana sources should be necessary. If I get into a heavy blue splash post board, I would consider changing around the mana base more, probably including another Expanse and another Island.
I'm going to be testing it this week, I will definitely let everyone know how Trigon of Thought is working.
Stupid Grave Titan bringing his children is the only "problem". And he's at 6cmc in a deck without ramp.
I love this quote...can I put it on my sig?
But yeah, Jinxed and Tuk are tech for control and that's really the only type of deck we have to worry about since we can outrace anyone...short of a God-hand.
There has been some discussion on other threads about adding B for disruption and even though it sounds good, I think having a good side board for control is going to give this deck good results. That and winning the first game is important to getting the match;)
Thanks to Dantcg for the Sig!
I think I like Mark better than Raid Bombardment. Bonehoard is interesting, but I don't know if my version can handle a 4 drop and, if it could, I'd probably run Koth out of the side.
That's a pretty standard build from the other threads, but this thread is about going all in and going small. It's about taking advantage of every bit of mana you can and making the most of your first three turns and the battle cry mechanic. It's about going All In for a quick win.
Give my list a try. It's at the bottom of the OP.
===================================
OK, here's what I did tonight, just to see how fast this deck is. We've all been saying it, but could I prove it?
So, I ran 72 goldfish hands, just to see how much damage it can do by turn 3. Out of those 72 hands (with only a few riffle shuffles in between), I had 4 mulligans. The high was 28 and the low was 7. 18 hands dealt over 20 damage by turn 3, which is exactly 25%. So, one fourth of the time, this deck can kill on our turn 3. Interestingly, no turn 2 kills. There were about another 20 games where I had enough direct damage in hand to kill them on my upkeep of turn 4. The mean was a little over 16 points of damage by turn 3.
That's pretty fast.
http://www.mtgdeckbuilder.net/Decks/ViewDeck/42488
Any thoughts? (Yes, I'm trying to get goblin guides, but a playset is $40).
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To me, it's more like the other way around. If you're going to be playing Mox's then you might as well be playing Chimeric Mass, as the number of times you'll tap mox for mana is just insignificant whereas Chimeric Mass might actually be useful.
On a sidenote, don't ever compare a 2 mana artifact to a 0 mana artifact for the purpose of sacing to rebirth. No, just no.
4x Memnite
4x Onithopter
3x Chimeric Mass
4x Signal Pest
4x Panic Spellbomb
1x Jinxed Idol
4x Goblin Bushwhacker
4x Goblin Guide
4x Galvanic Blast
4x Lightning Bolt
4x Kuldotha Rebirth
2x Devastating Summons
I have really liked the jinxed idol, either they're losing blockers or they're taking damage either way it sounds good to me. Not sure what kind of a sideboard is needed but it needs to be transformational so this deck can get around the SB options out there. This build deals over 20 in 4 turns with about 85% accuracy... which is ridiculous.
I'm still playing with white splash, and I like the concept of artifact and swinging the curve up... Test test test!
Actually, I have been using Kiln Fiend instead of Geopede. I have just not updated the list, and actually have quit playing it. I played it a couple more times, usually placing second, but I've decided to go with the recent Kuldotha build. So fast! Also, my play style is more on the control side now. But when I'm playing at my college Magic club, I always use a red deck. I try not to bring decks worth $400+ since most of the decks there are worth less than $10.
This. This deck is sooo much fun.
The only card I'm still iffy about is Wardriver. He just seems, I dunno, slow to me for some reason. I am thinking I would rather have-- and you all will hate me for this-- Ember Hauler in his place. Or even maindecked Jinxed Idols. The accumulated damage/reach I believe is better than another guy whose vulnerable to spot removal.
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Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
You're not the only one feeling that. I too feel that he's a bit slow given the 2cc therefore i'm only playing one of it.
T2
R Kuldotha Red 46-16
R W Boros
One seems really inconsistent, even for this deck. Is there a reason not to just run 4 Idols in its place?
Sig by ChibiSwan~!
"Well, well, if it isn't the most diabolical haters this side of the Mississippi."
Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
They will want to kill it asap if you don't have a chief on the field.
Personally, I love the card, but I can also see where you guys are coming from.
He is slow by himself, but that's my only issue with him.
I think Jinxed Idol is best used in side board.
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
What I found was that the Quest extended the win out beyond turn 4 too often.
DS is almost always a sac for 1. Generally, turn 1 or 2, but turn 3 with a Bushwhacker is always fun. Great way to follow up a board sweeper.
BTW, I'm thinking of adding 1 more mountain. 16 felt too little and 18 is too may. I just don't want 13 mountains... a little trisk-phobic, I guess.
So, you are only playing 14 lands? That may be a little too few.
Thats because I'm playing 3 Hero of Oxid Ridge and I don't want to play a 4th so wardriver is a cheaper option. Though I might just switch back to Goblin Chieftain. Most of the time majority creatures on the board are goblins anyway despite the fact that it can't boost Signal pest and Memnites.
But so far I think Hero of Oxid Ridge is best against aggro. Played 12 games (6 against U/W Control and 6 against U/B Control) and I find Koth is way better than him against control since they can't kill the 4/4 haste that easily and even if they do, you don't lose your Koth.
Hero on the other hand, works wonder with aggro as they have small creatures.
T2
R Kuldotha Red 46-16
R W Boros
What are your thoughts on Jinxed Idol? Also I'm rather lukewarm on CWZ, it can be really cool if you get to use it twice, but two often I feel like it would be a bodyless BushWhacker. Also using it to replace bushwhacker in a R/W deck may alleviate the mana issues I had when I tried it last...
Dev. Summons is a turn 2 or 3 play for the number of mountains I have -1 (unless I have a bushwhacker in hand, in which case I'd probably not be playing the dev-summons in the first place). Even 1 mana for two 1/1's is good for this deck.
Imo Chimeric mass is a great card in this deck. Obviously you can sack it turn 1 for for free but it also survives board sweepers which destroy our momentum. If I drop 4 or 5 creatures on turn one then my opponent sweeps on turn two its good to have a mass to survive.
Also on another note, I'm not sure why some people call Mox Opal a horrbile card in this deck. Imo this is one of the most important cards to making this deck so explosive. It is nice to be able to drop two memnites a mox and a kicked bushwhacker for 6 damage on turn one. Or drop to memites, a mox, a rebirth and a signal pest, then swing turn two for atleast ten and with bushwhacker youre looking at gg.Not to mention if i get a god hand I can do 12 damage before my opponent has played a land. I mean now with signal pest my artifact count is at 19 including the mox. This allows me to get metal craft turn 1 more than half the time. Maybe most of you arent running as many artifacts so your mox isnt as relevant but for me the deck just wouldn't be on the same level without it.
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I'm sold on CWZ! It basically means you have 12 Battle Cry effects in your deck instead of 8. What's not to like? It plays the Pests and Spellbombs, Mass and the Idol in your deck. Nothing wrong with Mountain, Memnite, Orni, Rebirth on the Orni, then play CWZ and swing for 8 on turn 2. If your opponent swings on his turn to take it, it'll stay tapped and you'll likely get it back, at which time you DS it.
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and how many counters are you going to exactly have on your chimeric mass? if you just played your entire hand and got swept turn 2 gg. ur gunna have a 1/1 maybe a 2/2, and if ur opponent swept your entire board theres a good chance hes going to have some form of spot removal for the chimeric mass. and this shouldnt even be happening to begin with because you overextended...honestly no matter what cards you played in that scenario you lost.
as for the mox thing, i like mox and do believe you need it for explosiveness so dont take me wrong on what i said. i was just saying that im tired of hearing the same bs over and over again of, "im going to play this card...its really good but i have no reasoning behind it. oh wait its good cause i can sacrifice it to kuldotha rebirth, therefore it should belong in the deck."
if you're that much afraid of removal then dont play this deck. obviously a turn 2 pyroclasm is going to be pretty devastating. and even if they arernt playing that card there's plenty of other cards that can ruin our day. black sun zenith comes out pretty fast and makes u/b control not a walk in the park anymore. ratchet bomb can sweep us turn 2 if we got a bunch of 0 costing things aka..memnite,ornithopter,mox,goblintokens,chimericmass. so maybe people have just had some bad experiences with the deck so idk...
other aggro? It would be silly of Boros to trade their creatures for ours, but it is possible. Elves, Mono Green Aggro (which seems to be more of an online thing, but the G/W version seems like it could be legit), and I think before long you'll see some White Weenie decks running around.
EDIT: Secret tech i've been working on, and I know i'll catch some guff for this: Pyretic Ritual. It can really help the explosiveness of this deck, especially since many of us are running 2-4 Contested War Zone, not to mention that one extra mana can do a lot in this deck.
I.e. - Turn 1: Mountain, Memnite, Rebirth
Turn 2: Mountain, Guide/Wardriver/Kicked bushwhacker (take your pick), swing in for 3-5
Turn 3: Warzone, Ritual, Hero of Oxid Ridge, swing in for a bunch.
Not to mention you could also just be throwing down a second turn Wardriver/Guide with 3 tokens already on the board. It has potential I think. I just need to test it more.
In development (Post rotation):
RUGWalkersRUG