Can I crew a Smuggler's Copter with my Verdurous Gearhulk when I play the gearhulk and put counters on the copter from playing the gearhulk? How do I stack the abilities, or what do I need to say to properly do so?
How and when do I exactly stack triggers from sacrificing my Selfless Spirit to flip Archangel Avacyn so that my creatures are indestructible and don't take damage from Avacyn when flipping? What do I say?
Poor populations are primarily minority, which makes the conservative policy primarily adversely affect minorities. Abortion also is more of a minority issue with unplanned pregnancies (again a poverty issue). There is racism on both side. Side most dems prob view rep as white elitists.
I would strongly recommend 1-2 Jace, Memory Adept in the 75. You are going to need more win conditions so you don't lose to a thoughtseize and it works well in the control mirror. In your sideboard, I would run 2-3 wear/tear. Otherwise you lose to burning earth and pithing needle.
What is Red Deck Wins? Red Deck Wins is a staple archetype with one simple strategy, deal 20 damage to your opponent as quickly as possible.
Why play Red Deck Wins?
Red Deck Wins is one of the easier decks to play, but can be difficult to master. It is incredibly efficient and consistent. You will always have something to play and you will quickly pressure your opponent. Red Deck Wins punishes opponents for missing land drops or failing to affect the board state within the first 3 turns of the game. Red Deck Wins is a cohesive strategy that is always proactive, and works great during format transitions. This deck is also particularly good when the best lands in the format are shocklands and opponents are trying to take advantage of the newly reprinted Thoughtseize.
Lets take a look at a sample Decklist. This version uses aggro theory: more info here, to determine the quickest route to a turn four win.
A first place deck solidifies RDW place in the new standard; however, this deck still has some kinks to work out. 4 Burning-Tree Emissary with 4 Ash Zealot is usually a bad idea. You only have 5 non BTE creatures that can be cast from a BTE. You do however, get to cast up to 8 of the burn spells for one colorless and one red. While the creature removal on turn is nice, in general it is better to hold onto your burn to finish off your opponont, although magma jet can be good to scry for the land drop you need or the 3 mana creature you are looking to draw the next turn. The next thing I question in this deck is running only 21 land when it has eight 3 drop creatures and four drop creatures. I would probably bump this up to 22 at minimum and maybe even 23. Adding extra mutavault can ensure you hit your turn 3 Chandra's Phoenix and turn 4 Fanatic of Mogis while still getting a creature out of it when you are drawing lands.
Lets take a look at some of card choices for a RDW strategy.
One Drops
Rakdos Cackler Staple 1 drop. Auto-four inclusion in every deck. Firedrinker Satyr 2nd Only to Cackler, this should be an auto-four inclusion as well. The pump can be used with your extra mana and makes it easier to attack through big blocks. Foundry Street Denizen Depending on your build this card can be good, or simply ok. When running a deck with 14 one drops, he is incredibly efficient, and usually attacks for 3 on turn 2, and at least 2 the following turn. Legion Loyalist Can be good and bad. He doesn't provide much power. He enables batalion, which is important with Firefist Striker. He also works well with Rubblebelt Maaka and Dynacharge by threatening to first strike kill any potential blockers. Akroan Crusader With Dynacharge the 1/1's can become relevant. You will want to run a fair amount of heroic enables. Foundry is slightly better, but this card could be worth a try. Shock Efficient burn and removal. Always a consideration for this deck, but not necessarily auto-included. Mugging Could have some minor tech vs annoying creatures. In general, shock is better. Titan's Strength Can act as a lightning bolt by bolstering your creatures attack power and the scry is a nice bonus. Rubblebelt Maaka is probably better, but if you are trying to trigger heroic Titan is the way to go. Weapon Surge The first strike with a small pump can par well against blocks. Dynacharge is usually a better choice, and running both may be a little much. Dynacharge This is the reason to run only 1-2 drops. You could run some efficient 3 drops, but dynacharge has a huge impact on the game and will lead to many turn 4 wins. Pithing Needle SB tech vs ratchet bomb.
Two Drops
Firefist Striker I would always run 4. This card stop's opponents attempts to build up a defense. High Priest of Penance, Voice of Resurgence, Loxodon Smiter, and many more potentially devastating cards to our deck are blanked with an attacking Striker. Burning-Tree Emissary There are two ways to go with RDW. Either run 4 BTE or run Ash Zealot. Both are good strategies. You can run both, but I wouldn't play the full 8. Ash Zealot The first strike and haste on this guy are very relevant. Its hard for your opponent to block this and get value and works well with any pumps you may have. Gore-House Chainwalker A 3/2 for 2 mana seems good. Goblin Shortcutter Against mid-range decks this guy can help push through the last bit damage and get past Boros Reckoner or Loxodon Smiter. Arena Athlete If your running heroic this card is great. The ability to stop multiple blockers is nice, and your naturally want to pump your guys already. Goblin Diplomats Getting your opponent to attack with his or her would be blockers can be useful. This might be a tech SB card. Madcap Skills If unanswered, this card just wins. Wait until your opponent taps out to play it on your creature and its a lightning strike at minimum. If your opponent isn't able to doom blade it, you probably just win. It also triggers heroic and can be cast off a turn two Burning-Tree Emissary Lightning Stike One of the best burn cards we can run in todays standard. Magma Jet Two damage and scry are really good. You can get rid of those land draws and search for that final damage for the win. The biggest disadvantage is that is doesn't kill some important 3 toughness creatures, namely, Fleecemane Lion. Mizzium Morters Takes out almost every blocker cast between turn 1-4. Does not deal damage to the face, which is a pretty large disadvantage. Killing Loxodon Smiter is very relevant. Rakdos Shred-Freadk It's ok, but your not going to run this with Burning-Tree Emissary. With Ash Zealot it can push out alot of quick damage. Skullcrack If lifegain is a thing this will definitely make it into the 75. Without thragtusk, it isn't as important as it use to be. Young Pyromancer Decent Card. Can combo well with Dynacharge. May be good in a heroic deck. Playing a turn one Akroan Crusader, turn two pyromancer, and then using heroic cards on your akronian can build up your token quantity pretty fast for a nice dynacharge.
Three Drops
Boros Reckoner Against mid-range this card can keep you in the game by being nearly unblockable and dealing a healthy amount of damage. Chandra's Phoenix Evasion is something that red doesn't get a lot of. Having haste and flying make it a card that can finish off mid-range decks that start to establish a ground game. Act of Treason Good sideboard consideration vs midrange decks. Gaining control of their Desecration Demon or Boros Reckoner will often be lethal. Annihilating Fire A good way to deal with Voice of Resurgence. Five-Alarm Fire Good damage, but may be a win more card. Flames of the Firebrand Fair face burn and creature removal. Hammer of Purphoros A good card in Big Red, but we are looking for a more immediate threat on turn 3. Could be sideboard potential against control. Peak Eruption SB tech vs 3 color decks running Anger of the Gods.
Four Drops
Fanatic of Mogis Can finish off the opponent by dealing 6-7 damage on turn four without having to go through a combat step. Burning Earth Great way to punish 3 color control and midrange decks. Rubblebelt Maaka Gives you the comfort of attacking into nearly any blocker, while also acting a lightning bolt as needed. Very important in helping you push through damage without losing attackers. Purphoros, God of the Forge A little slow for what we are trying to accomplish. Burning Earth and Fanatic of Mogis are almost always better. Chandra, the Pyromancer Stops potential blockers and helps you recover after a board wipe against control. A few can be good maindeck, but it may end up being just sb tech.
Land Discussion
The two lands you want to play in this format are mutavault and mountain. Depending on your build, you want to run between 0-4 mutavault. Currently I have found 2 to be a happy medium. The problem with running too many mutavaults is that it makes it harder to cast two one drops on turn 2, turn 2 Burning-Tree Emissary/Ash Zealot, and turn 3 Boros Reckoner. Having something attack after a board wipe is very powerful, as it is basically a free shock a turn until an opponent gets a instant speed removal. So even though it reduces some consistency with our heavy red drops, I would be hesitant to run only mountains. As far as mountains, you will need to consider what your curve looks like. If you are main decking a playset of 4 drops, I would run at least 21-23 lands in your deck. 18 Red sources is a good minimum that allows you to consistently play your red drops.
Please share your thoughts, decklists, and tournament results in this thread. Happy deck building!
Change Log 09-29-2013 - Added additional card analysis, land discussion, and an additional sample decklist. 10-04-2013 - Added SCG Open 1st Place RDW decklist + deck analysis.
This is a thread for posting your Merfolk and blue weenie aggro decks. The center theme around this deck is consistently reaching devotion by turn 4 for Thassa, outaggroing your opponent, and using defensive maneuvers such as Triton Tactics to shut out opposing aggro decks.
Thoughts on cards: Syncopate - Good to stop board sweepers such as anger of the gods. Has relevant abilities but could be replaced with negate or another counter. Fate Foretold - This is basically the decks think twice that triggers heroic on artisan and increases devotion. Can get two for one, so use wisely. Claustrophobia - Basically your go to removal. Could be increased to 4. Helps devotion. Tidebinder Mage - Great against the aggro mirror and devotion. One of the best cards in the deck Mutavault - Clearly a huge land that makes a big difference. Gets bonus from master of waves Triton Tactics - Saves your creatures vs burn and can blowout games vs opposing aggro decks.
Potential Issues - Control Decks running non-red based removal. Detention Sphere, Supreme Verdict, and Doom Blade esq cards can slow us down. Supreme can't be countered, which means it will be a tough matchup. The above sample deck is high on spells and sorceries, and could be adjusted with more creature count.
What is your record against combo? I feel that if you dont get a thoughtseize or sculler in by turn two, its tuff. Also, even a turn 1 or two discard wont stall an opponent for long unless you followup with a liliana since the deck is slower at killing whic gives opponent more time to draw cards. Storm decks are pretty popular in modern, so some more MD options are needed imo.
This card is good with young pyromancer. Turn 1 manadork or shaman, turn 2 pyromancer. Turn 3 or four cast this. Your 1 mana spells now get all your mana back thanks to the creature pyromancer makes.
Probably the 2nd best green card in M14 after ooze. Playtest this in a b/g/x control build and you will be suprised. For example lets say you play this turn 6 with nothing but augur of bolas in hand and next turn you draw a land. You then cast augur getting a 3/3 token and revealing a think twice. At the end of your opponents turn you cast think twice to draw a card, making your token a 6/6. You flashback think twice to make augur a 4/6 and draw card. You now have amazing board position set up for future turns with just an augur. You can do similiar things with draws such as snapcaster mage. This card turns mediocre topdecks into game winning threats. In a world without primeval titan, this can be made a tier 1 standard card.
Standard is probably at its 3rd least diverse state in the past nine years. Only cawblade and affinity standard were less diverse. Jund is a close 4th but there was a strong variety competitive archetypes compared to now.
What is Red Deck Wins?
Red Deck Wins is a staple archetype with one simple strategy, deal 20 damage to your opponent as quickly as possible.
Why play Red Deck Wins?
Red Deck Wins is one of the easier decks to play, but can be difficult to master. It is incredibly efficient and consistent. You will always have something to play and you will quickly pressure your opponent. Red Deck Wins punishes opponents for missing land drops or failing to affect the board state within the first 3 turns of the game. Red Deck Wins is a cohesive strategy that is always proactive, and works great during format transitions. This deck is also particularly good when the best lands in the format are shocklands and opponents are trying to take advantage of the newly reprinted Thoughtseize.
Lets take a look at a sample Decklist. This version uses aggro theory: more info here, to determine the quickest route to a turn four win.
4 Rakdos Cackler
4 Firedrinker Satyr
4 Foundry Street Denizen
3 Legion Loyalist
4 Burning-Tree Emissary
4 Firefist Striker
3 Gore-House Chainwalker
4 Rubblebelt Maaka
4 Dynacharge
4 Lightning Strike
2 Madcap Skills
Land
2 Mutavault
18 Mountain
3 Act of Treason
2 Burning Earth
3 Shock
2 Mizzium Mortars
1 Mutavault
2 Goblin Shortcutter
2 Boros Reckoner
While the above deck is very quick, it takes a huge hit from anger of the gods. The below version, while still very fast, utilizes cards like Boros Reckoner, Ash Zealot, and Chandra's Phoenix, to top deck slightly better.
4 Rakdos Cackler
4 Firedrinker Satyr
4 Burning-Tree Emissary
4 Firefist Striker
3 Ash Zealot
2 Gore-House Chainwalker
3 Boros Reckoner
2 Chandra's Phoenix
4 Fanatic of Mogis
4 Shock
4 Lightning Strike
Land
2 Mutavault
20 Mountain
2 Chandra, Pyromaster
3 Act of Treason
4 Burning Earth
2 Mizzium Mortars
2 Goblin Shortcutter
2 Skullcrack
The following deck just won the first SCG Open following the release of Theros.
4 Rakdos Cackler
4 Burning-Tree Emissary
4 Firefist Striker
4 Ash Zealot
1 Gore-House Chainwalker
4 Chandra's Phoenix
4 Boros Reckoner
4 Fanatic of Mogis
2 Shock
4 Lightning Strike
4 Magma Jet
Land
21 Mountain
1 Hammer of Purphoros
4 Burning Earth
2 Chandra, Pyromaster
4 Frostburn Weird
4 Mizzium Mortars
A first place deck solidifies RDW place in the new standard; however, this deck still has some kinks to work out. 4 Burning-Tree Emissary with 4 Ash Zealot is usually a bad idea. You only have 5 non BTE creatures that can be cast from a BTE. You do however, get to cast up to 8 of the burn spells for one colorless and one red. While the creature removal on turn is nice, in general it is better to hold onto your burn to finish off your opponont, although magma jet can be good to scry for the land drop you need or the 3 mana creature you are looking to draw the next turn. The next thing I question in this deck is running only 21 land when it has eight 3 drop creatures and four drop creatures. I would probably bump this up to 22 at minimum and maybe even 23. Adding extra mutavault can ensure you hit your turn 3 Chandra's Phoenix and turn 4 Fanatic of Mogis while still getting a creature out of it when you are drawing lands.
Lets take a look at some of card choices for a RDW strategy.
One Drops
Rakdos Cackler
Staple 1 drop. Auto-four inclusion in every deck.
Firedrinker Satyr
2nd Only to Cackler, this should be an auto-four inclusion as well. The pump can be used with your extra mana and makes it easier to attack through big blocks.
Foundry Street Denizen
Depending on your build this card can be good, or simply ok. When running a deck with 14 one drops, he is incredibly efficient, and usually attacks for 3 on turn 2, and at least 2 the following turn.
Legion Loyalist
Can be good and bad. He doesn't provide much power. He enables batalion, which is important with Firefist Striker. He also works well with Rubblebelt Maaka and Dynacharge by threatening to first strike kill any potential blockers.
Akroan Crusader
With Dynacharge the 1/1's can become relevant. You will want to run a fair amount of heroic enables. Foundry is slightly better, but this card could be worth a try.
Shock
Efficient burn and removal. Always a consideration for this deck, but not necessarily auto-included.
Mugging
Could have some minor tech vs annoying creatures. In general, shock is better.
Titan's Strength
Can act as a lightning bolt by bolstering your creatures attack power and the scry is a nice bonus. Rubblebelt Maaka is probably better, but if you are trying to trigger heroic Titan is the way to go.
Weapon Surge
The first strike with a small pump can par well against blocks. Dynacharge is usually a better choice, and running both may be a little much.
Dynacharge
This is the reason to run only 1-2 drops. You could run some efficient 3 drops, but dynacharge has a huge impact on the game and will lead to many turn 4 wins.
Pithing Needle
SB tech vs ratchet bomb.
Two Drops
I would always run 4. This card stop's opponents attempts to build up a defense. High Priest of Penance, Voice of Resurgence, Loxodon Smiter, and many more potentially devastating cards to our deck are blanked with an attacking Striker.
Burning-Tree Emissary
There are two ways to go with RDW. Either run 4 BTE or run Ash Zealot. Both are good strategies. You can run both, but I wouldn't play the full 8.
Ash Zealot
The first strike and haste on this guy are very relevant. Its hard for your opponent to block this and get value and works well with any pumps you may have.
Gore-House Chainwalker
A 3/2 for 2 mana seems good.
Goblin Shortcutter
Against mid-range decks this guy can help push through the last bit damage and get past Boros Reckoner or Loxodon Smiter.
Arena Athlete
If your running heroic this card is great. The ability to stop multiple blockers is nice, and your naturally want to pump your guys already.
Goblin Diplomats
Getting your opponent to attack with his or her would be blockers can be useful. This might be a tech SB card.
Madcap Skills
If unanswered, this card just wins. Wait until your opponent taps out to play it on your creature and its a lightning strike at minimum. If your opponent isn't able to doom blade it, you probably just win. It also triggers heroic and can be cast off a turn two Burning-Tree Emissary
Lightning Stike
One of the best burn cards we can run in todays standard.
Magma Jet
Two damage and scry are really good. You can get rid of those land draws and search for that final damage for the win. The biggest disadvantage is that is doesn't kill some important 3 toughness creatures, namely, Fleecemane Lion.
Mizzium Morters
Takes out almost every blocker cast between turn 1-4. Does not deal damage to the face, which is a pretty large disadvantage. Killing Loxodon Smiter is very relevant.
Rakdos Shred-Freadk
It's ok, but your not going to run this with Burning-Tree Emissary. With Ash Zealot it can push out alot of quick damage.
Skullcrack
If lifegain is a thing this will definitely make it into the 75. Without thragtusk, it isn't as important as it use to be.
Young Pyromancer
Decent Card. Can combo well with Dynacharge. May be good in a heroic deck. Playing a turn one Akroan Crusader, turn two pyromancer, and then using heroic cards on your akronian can build up your token quantity pretty fast for a nice dynacharge.
Three Drops
Against mid-range this card can keep you in the game by being nearly unblockable and dealing a healthy amount of damage.
Chandra's Phoenix
Evasion is something that red doesn't get a lot of. Having haste and flying make it a card that can finish off mid-range decks that start to establish a ground game.
Act of Treason
Good sideboard consideration vs midrange decks. Gaining control of their Desecration Demon or Boros Reckoner will often be lethal.
Annihilating Fire
A good way to deal with Voice of Resurgence.
Five-Alarm Fire
Good damage, but may be a win more card.
Flames of the Firebrand
Fair face burn and creature removal.
Hammer of Purphoros
A good card in Big Red, but we are looking for a more immediate threat on turn 3. Could be sideboard potential against control.
Peak Eruption
SB tech vs 3 color decks running Anger of the Gods.
Four Drops
Can finish off the opponent by dealing 6-7 damage on turn four without having to go through a combat step.
Burning Earth
Great way to punish 3 color control and midrange decks.
Rubblebelt Maaka
Gives you the comfort of attacking into nearly any blocker, while also acting a lightning bolt as needed. Very important in helping you push through damage without losing attackers.
Purphoros, God of the Forge
A little slow for what we are trying to accomplish. Burning Earth and Fanatic of Mogis are almost always better.
Chandra, the Pyromancer
Stops potential blockers and helps you recover after a board wipe against control. A few can be good maindeck, but it may end up being just sb tech.
Land Discussion
Please share your thoughts, decklists, and tournament results in this thread. Happy deck building!
Change Log
09-29-2013 - Added additional card analysis, land discussion, and an additional sample decklist.
10-04-2013 - Added SCG Open 1st Place RDW decklist + deck analysis.
This is a thread for posting your Merfolk and blue weenie aggro decks. The center theme around this deck is consistently reaching devotion by turn 4 for Thassa, outaggroing your opponent, and using defensive maneuvers such as Triton Tactics to shut out opposing aggro decks.
4 Judge's Familiar
4 Tidebinder Mage
2 Artisan of Forms
3 Frostburn Weird
2 Nightveil Specter
3 Thassa, God of the Sea
4 Master of Waves
2 Syncopate
2 Essence Scatter
3 Fate Foretold
3 Claustrophobia
3 Triton Tactics
1 Mizzium Skin
1 Curse of the Swine
19 Island
4 Mutavault
Thoughts on cards:
Syncopate - Good to stop board sweepers such as anger of the gods. Has relevant abilities but could be replaced with negate or another counter.
Fate Foretold - This is basically the decks think twice that triggers heroic on artisan and increases devotion. Can get two for one, so use wisely.
Claustrophobia - Basically your go to removal. Could be increased to 4. Helps devotion.
Tidebinder Mage - Great against the aggro mirror and devotion. One of the best cards in the deck
Mutavault - Clearly a huge land that makes a big difference. Gets bonus from master of waves
Triton Tactics - Saves your creatures vs burn and can blowout games vs opposing aggro decks.
Potential Issues - Control Decks running non-red based removal. Detention Sphere, Supreme Verdict, and Doom Blade esq cards can slow us down. Supreme can't be countered, which means it will be a tough matchup. The above sample deck is high on spells and sorceries, and could be adjusted with more creature count.
Sorcery
Each player loses 3 life, gains 3 poison counters, and discards 3 cards.
Jace's Pandamonium
Fiery Consumption
Sewage Navigator