I get the feeling you'd burn out too fast, though the Unearth potential could make up for that. Might want to fit in some man-lands or find some way of hand replenishment.
Also, I'd cut Terminate in favor of 4 more burn spells (Flame Javelin maybe?) and cut the black mana entirely. It will let you stablilize your mana base.
I've basically been playing that deck for a couple of months now, and my suggestion, cut Terminate for Flame Javelin, lower your land count to about 20, and throw in Mogg Fanatic, but keep Spark Elemental, it's an awesome creature in this deck. The deck pretty much negates most removal, as the creatures don't stick around enough to be wrathed or the like. And no one is going to Fallout when all you have is a Hellspark and a Fanatic. Though Story Circle is your worst enemy.
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I've basically been playing that deck for a couple of months now, and my suggestion, cut Terminate for Flame Javelin, lower your land count to about 20, and throw in Mogg Fanatic, but keep Spark Elemental, it's an awesome creature in this deck.
Agree with most of this except the land count. At 20 lands you are rarely going to be able to play the Hellion, plus the Banefires are going to suck. I would keep the land count as-is and add the Treetops as mana hogs when you have nothing else to do with all the lands.
Broodmates, if they're not playing another finisher 5cc can't win. I don't think Lavalanche works in aggro, it's better off in Jund Ramp.
You have a point with Broodmates, however I'm willing to argue that Lavalanche is just as good for aggro as Banefire is. A one sided board wipe effect with burn tacked on is exactly what is great for aggro. Burn them into lethal range, kill off pesky blockers, and whatever is left can't block everything...
Lavalanche is a card that seems to be an auto-1 or 2 of in any deck playing Jund colors. It's a Wrath of God on one side with a freakin Flame Javelin slapped on for the same price, and it just gets better the more mana you pump into it.
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Lavalanche is a card that seems to be an auto-1 or 2 of in any deck playing Jund colors. It's a Wrath of God on one side with a freakin Flame Javelin slapped on for the same price, and it just gets better the more mana you pump into it.
agreed, I think if your playing BRG aggro colors this card should be considered as a 1 or 2 of. If your playing ramp I'd play 3 copies of this and three copies of Banefire in the end.
I don't think running X spells is a good idea in this sort of deck. Ancient Ziggurat coming down on T1 or T2 seems way more important than an expensive spell that is either superfluous or unnecessary in a "haste-a-thon" beats deck anyhow.
I don't think running X spells is a good idea in this sort of deck. Ancient Ziggurat coming down on T1 or T2 seems way more important than an expensive spell that is either superfluous or unnecessary in a "haste-a-thon" beats deck anyhow.
Ancient Ziggurat is horrible in mainly 2 colored decks,Why would you even play with it,with the current land pool we have your sure to have the right mana.Ancient is only good in a deck like Dark Bant where your abusing it and using as it as a crutch to play ridicoulus colors in a row.
Ancient Ziggurat is horrible in mainly 2 colored decks,Why would you even play with it,with the current land pool we have your sure to have the right mana.Ancient is only good in a deck like Dark Bant where your abusing it and using as it as a crutch to play ridicoulus colors in a row.
That's 20 multicolored creatures. 12 of them have haste, which is actually all of them except the one-drops. Speaking of the one-drops, they're all 2/x for R. That's an incredibly solid creature base and we aren't even running Hell's Thunder or the 4+ drops. One of them, Boartusk Liege, can be a strong addition considering it gives +2/+2 to the whole team except Figure, which still gets +1/+1, but I'd rather keep the maximum CMC at 3.
With the creatures out of our way...
4 Shock/Magma Spray (Sculler, Meadowgrain, Meddling Mage, etc... those must die, and this slot is the most effective way to kill them)
4 Incinerate
4 Flame Javelin
These 12 burn spells are basically locked. I'd like to run Volcanic Fallout but it kills all our guys except Ram-Gang and a 4/4+ Figure, so I'd rather leave it in the SB. Lash Out is very strong when it connects, but it's way to sucky vs Toast, for example. I'd like to have something to deal with the walls, namely Wall of Reverence, but I don't know what that would be. Plumeveil dies to Javelin, at least, but that's not enough. Dead//Gone would be perfect if we had it...
Going back to possible creatures, Demigod of Revenge is maybe too strong to pass up, but it would raise our curve considerably and I really don't want to run 23-24 lands in this deck. I'd rather run Banefire if I'm going up to ~23 lands, and you know what, maybe that's exactly what the deck wants. Here's a first draft:
Vol is mostly for the Threaten effect, amazing against blockers of all sorts. I'd safely run 2x Puncture Blasts over them, though, or maybe some other burn spell (or Unwilling Recruit itself).
I think this ^ is a very solid start. Alara Reborn is bound to offer more RG goodies, but even if all we get is the Hackblade, it's still probably good enough. A 3/2 haste for RG/RB is simply ridiculous.
By running FoD, you are cutting yourself from running Treetop Village or Mutavault... Compared to other R/G decks I have seen (Warrior builds for instance), that is not very enticing.
@Phyremind: I would remove the Spark Elementals for either Lash Out or Blightning. Both can do the same damage as it but they simply achieve so much more. Resolving 2 Blightnings in a row can spell GG against a control opponent, and Lash out can be the equivalent of 2 cards. The main problem of a deck like this is to run out of gas because none of your threats stick. Hellspark Elemental, Hell's Thunder and Blitz Hellion are all good because they have a high damage output compared to card investment (they can do 6, 8, and 7 damage respectively for the investment of one card). Spark Elemental just doesn't do enough IMO, it can only do 3 damage, even if you draw 3 you've not even put the opponent below 10 life and you will run out of gas much more quickly.
By running FoD, you are cutting yourself from running Treetop Village or Mutavault... Compared to other R/G decks I have seen (Warrior builds for instance), that is not very enticing.
Those lands get in the way of Flame Javelin (both), Demigod of Revenge (which is an option), Banefire (Treetop comes tapped and you need the 6th land to come untapped so you can cast the cheapest possible uncounterable fire), Jund Hackblade (Mutavault), Ram-Gang (Mutavault), and Rip Clan Crasher (vault and possible Treetop). I'd much rather not run manlands in this deck. Take a look at the Figure/Demigod RDW lists in Standard when they showed up: zero manlands.
I disagree, ol' sparky is really good. If he wanted to and its in his favor to splash white and add Ranger of Eos Spark is fetchable with Eos and he can run two, and swing for six the next turn forRR and hell he would have enough mana to play another haster... That does not seem like a bad turn 4,5,6.
EDIT: it looks like he is only running black for Terminate. I don't think that's the best idea since it just one spell, splash white and add Woolly Thoctor or some Naya creature. I think the thoctor would be nice because it adds some stability to your base of creatures. First turn Mogg Fanatic (why hes not in the deck is beyond me), Second Turn Spark Elemental _Swing for 4 (16), Third Turn Thoctor _Moggy Swing for 1(15), Forth Turn Eos (get two sparks)_Thoctor and Moggy swing for 6 (9), Firth Turn play two sparks and Swing for 16 (more than dead).
04 Spark Elemental
04 Hellspark Elemental
04 Hell's Thunder
04 Boggart Ram-Gang
04 Blitz Hellion
04 Incinerate
04 Terminate
04 Volcanic Fallout
04 Banefire
Lands
08 Mountain
04 Savage Lands
03 Forest
03 Swamp
02 Graven Cairns
02 Fire-Lit Thicket
02 Twilight Mire
Deck seems like it could be fun, whether or not its any good is up-for-debate.
Also, I'd cut Terminate in favor of 4 more burn spells (Flame Javelin maybe?) and cut the black mana entirely. It will let you stablilize your mana base.
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That's where Pithing Needle SB comes in
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what about LAVALANCHE! as a 1 of?
Broodmates, if they're not playing another finisher 5cc can't win. I don't think Lavalanche works in aggro, it's better off in Jund Ramp.
You have a point with Broodmates, however I'm willing to argue that Lavalanche is just as good for aggro as Banefire is. A one sided board wipe effect with burn tacked on is exactly what is great for aggro. Burn them into lethal range, kill off pesky blockers, and whatever is left can't block everything...
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agreed, I think if your playing BRG aggro colors this card should be considered as a 1 or 2 of. If your playing ramp I'd play 3 copies of this and three copies of Banefire in the end.
There was once [The Pack], but no more.
Ancient Ziggurat is horrible in mainly 2 colored decks,Why would you even play with it,with the current land pool we have your sure to have the right mana.Ancient is only good in a deck like Dark Bant where your abusing it and using as it as a crutch to play ridicoulus colors in a row.
OP is making a :symg::symr::symb: deck, isn't he?
04 Spark Elemental
04 Hellspark Elemental
04 Hell's Thunder
04 Boggart Ram-Gang
04 Blitz Hellion
04 Incinerate
04 Volcanic Fallout
04 Flame Javelin
02 Lavalanche
02 Banefire
08 Mountain
04 Savage Lands
04 Treetop Village
03 Fire-Lit Thicket
03 Graven Cairns
Updated List.
The creature base would be pretty straightforward, for example:
4 Tattermunge Maniac
4 Figure of Destiny
4 Rip-Clan Crasher
4 Jund Hackblade
4 Boggart Ram-Gang
That's 20 multicolored creatures. 12 of them have haste, which is actually all of them except the one-drops. Speaking of the one-drops, they're all 2/x for R. That's an incredibly solid creature base and we aren't even running Hell's Thunder or the 4+ drops. One of them, Boartusk Liege, can be a strong addition considering it gives +2/+2 to the whole team except Figure, which still gets +1/+1, but I'd rather keep the maximum CMC at 3.
With the creatures out of our way...
4 Shock/Magma Spray (Sculler, Meadowgrain, Meddling Mage, etc... those must die, and this slot is the most effective way to kill them)
4 Incinerate
4 Flame Javelin
These 12 burn spells are basically locked. I'd like to run Volcanic Fallout but it kills all our guys except Ram-Gang and a 4/4+ Figure, so I'd rather leave it in the SB. Lash Out is very strong when it connects, but it's way to sucky vs Toast, for example. I'd like to have something to deal with the walls, namely Wall of Reverence, but I don't know what that would be. Plumeveil dies to Javelin, at least, but that's not enough. Dead//Gone would be perfect if we had it...
Going back to possible creatures, Demigod of Revenge is maybe too strong to pass up, but it would raise our curve considerably and I really don't want to run 23-24 lands in this deck. I'd rather run Banefire if I'm going up to ~23 lands, and you know what, maybe that's exactly what the deck wants. Here's a first draft:
4 Tattermunge Maniac
4 Figure of Destiny
4 Rip-Clan Crasher
4 Jund Hackblade
4 Boggart Ram-Gang
4 Shock/Magma Spray (I'm thinking Shock)
4 Incinerate
4 Flame Javelin
3 Banefire
2 Sarkhan Vol
4 Karplusan Forest
4 Fire-Lit Thicket
3 Reflecting Pool
3 Forest
9 Mountain
Vol is mostly for the Threaten effect, amazing against blockers of all sorts. I'd safely run 2x Puncture Blasts over them, though, or maybe some other burn spell (or Unwilling Recruit itself).
I think this ^ is a very solid start. Alara Reborn is bound to offer more RG goodies, but even if all we get is the Hackblade, it's still probably good enough. A 3/2 haste for RG/RB is simply ridiculous.
@Phyremind: I would remove the Spark Elementals for either Lash Out or Blightning. Both can do the same damage as it but they simply achieve so much more. Resolving 2 Blightnings in a row can spell GG against a control opponent, and Lash out can be the equivalent of 2 cards. The main problem of a deck like this is to run out of gas because none of your threats stick. Hellspark Elemental, Hell's Thunder and Blitz Hellion are all good because they have a high damage output compared to card investment (they can do 6, 8, and 7 damage respectively for the investment of one card). Spark Elemental just doesn't do enough IMO, it can only do 3 damage, even if you draw 3 you've not even put the opponent below 10 life and you will run out of gas much more quickly.
There was once [The Pack], but no more.
Those lands get in the way of Flame Javelin (both), Demigod of Revenge (which is an option), Banefire (Treetop comes tapped and you need the 6th land to come untapped so you can cast the cheapest possible uncounterable fire), Jund Hackblade (Mutavault), Ram-Gang (Mutavault), and Rip Clan Crasher (vault and possible Treetop). I'd much rather not run manlands in this deck. Take a look at the Figure/Demigod RDW lists in Standard when they showed up: zero manlands.
I disagree, ol' sparky is really good. If he wanted to and its in his favor to splash white and add Ranger of Eos Spark is fetchable with Eos and he can run two, and swing for six the next turn forRR and hell he would have enough mana to play another haster... That does not seem like a bad turn 4,5,6.
EDIT: it looks like he is only running black for Terminate. I don't think that's the best idea since it just one spell, splash white and add Woolly Thoctor or some Naya creature. I think the thoctor would be nice because it adds some stability to your base of creatures. First turn Mogg Fanatic (why hes not in the deck is beyond me), Second Turn Spark Elemental _Swing for 4 (16), Third Turn Thoctor _Moggy Swing for 1(15), Forth Turn Eos (get two sparks)_Thoctor and Moggy swing for 6 (9), Firth Turn play two sparks and Swing for 16 (more than dead).
Also, sideboard 3 Everlasting Torment.