I think this could be a surprisingly good port from Legacy. This isn't "combo-y" like Dragon storm. I messed with other colors (black demon stompy. blue stompy,), but i came to the conclusion that the best way to play early lockpieces would be either Green or Red in modern. Even after the bannings, I feel that Blood Moon effects are still relevant.
Rite of Flame was the only plausible option to make this viable. Sorry.
As much as I hate to say it because I freakin love Dragons, he's right. AiR decks are already struggling to keep up if not failing to keep up now that Rite of Flame is gone. I'm still trying to find ways to make AiR and Dragonstompy work, but...
I agree that RoF was a blow to Red mana accel. Even with the whole format slowing the 2 drop R mana accel isn't viable? To me a Turn 2 3sphere against Zoo and combo decks is still a decent play. Idk, IMO, I'm just thinking out loud.
Yea it's still a good play nonetheless. It's just that I feel that the huge turn 1 advantage that AiR and other red ritual decks was one of their key advantages. Though its still playable for sure, I'm almost certain that the viability and power of decks that use red mana accel have dropped. Which really didn't need to happen considering Affinity decks in modern are as fast as they've ever been (I play Affinity lol)
Currently in the process of debating whether or not to drop 50 bucks or so on a playset of Koth of the Hammer to finish the AiR deck, but its looking kinda grim =/
It's not so much that turn 2 accel isn't viable, but rather that the turn 1 accel was so good that dropping down to turn 2 just kinda makes us mana accel players...sad =(
Looked around and found quite a bit of chatter of using the new card in Innistrad, Past in Flames, to help combo or storm decks. Not exactly sure how I would do it yet, but maybe its something you can go off of.
To answer the should've been rhetorical question: turn 2 Trinisphere is not enough... not even against Zoo. Especially not against Zoo.
Your entire advantage came from your ability to play out a backbreaking artifact turn 1, and play your then-win condition (even if it's otherwise unimpressive) on turn 3 or so. The inclusion of the overproducing lands of Legacy makes this simple, but we have no such land in Modern. Secondary to that, we also lack almost anything resembling quality ramp, which Legacy has in abundance.
Dragon Stompy is dead with the loss of Rite. No longer will we see turn 1 Blood Moon/Trinisphere into turn 3 Dragon. Never fear, though, AIR is dead too.
4 Rakdos Pit Dragon
3 Gathan Raiders
4 Magus of the Moon
4 Simian Spirit Guide
3 Kargan Dragonlord
2 Moltensteel Dragon
Artifacts
2 Sword of Fire and Ice
4 Chalice of the Void
4 Trinisphere
4 Desperate Ritual
4 Seething Song
Sorcery
3 Pyretic Ritual
Land
4 Arid Mesa
3 Mouth of Ronom
12 Snow-Covered Mountain
3 Slagstorm
2 Steel Hellkite
1 Blood Moon
3 Phyrexian Revoker
3 Dismember
3 Relic of Progenitus
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
As much as I hate to say it because I freakin love Dragons, he's right. AiR decks are already struggling to keep up if not failing to keep up now that Rite of Flame is gone. I'm still trying to find ways to make AiR and Dragonstompy work, but...
It's. so. hard.
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
Currently in the process of debating whether or not to drop 50 bucks or so on a playset of Koth of the Hammer to finish the AiR deck, but its looking kinda grim =/
It's not so much that turn 2 accel isn't viable, but rather that the turn 1 accel was so good that dropping down to turn 2 just kinda makes us mana accel players...sad =(
Looked around and found quite a bit of chatter of using the new card in Innistrad, Past in Flames, to help combo or storm decks. Not exactly sure how I would do it yet, but maybe its something you can go off of.
Your entire advantage came from your ability to play out a backbreaking artifact turn 1, and play your then-win condition (even if it's otherwise unimpressive) on turn 3 or so. The inclusion of the overproducing lands of Legacy makes this simple, but we have no such land in Modern. Secondary to that, we also lack almost anything resembling quality ramp, which Legacy has in abundance.
Dragon Stompy is dead with the loss of Rite. No longer will we see turn 1 Blood Moon/Trinisphere into turn 3 Dragon. Never fear, though, AIR is dead too.