As many of you have seen, or at least heard of, back in June of this year Ewen Raude piloted a mono red aggro deck to a top 8 in a major Duel commander tournament.
Since then I have since built the deck and have been enjoying playing it. However, now that origins is out and my deck-building skills aren't the greatest I thought I would ask the community here for some tips, advice and whatever else they can offer to help tune this deck.
I read somewhere that Ewen had not been playing for awhile and more or less just threw this deck together. I feel that some of the cards could be improved upon without taking away from the actual theory of the deck. I wish I could talk to him in person to get some thoughts on why he picked some of these cards but I know that wont be happening anytime soon. So, here I am asking for some help, insight, and theory to make the deck better.
So, I guess to start - what would you do with the lands? Are fetch lands worth it? Is there something that would be better in the deck that was missed?
Hey. I just want to invite you to check the Bellstriker link in my sig, where we have a decent community to talk about the deck too. In fact, I just took it to a 3-0 finish at my last FNM (we stopped at three swiss rounds, and only Yisan and I were 3-0).
Yes, thank you. I actually did speak to you already on that forum about your deck and this one. However...and please do not take offense but your deck is not the direction I want to go. Similar theories and whatnot, just not what I am looking for.
Thank you though.
Yes, thank you. I actually did speak to you already on that forum about your deck and this one. However...and please do not take offense but your deck is not the direction I want to go. Similar theories and whatnot, just not what I am looking for.
Thank you though.
Sure. But can I ask what exactly is the direction you're taking with this list? Raude's build is set up to maximize damage dealt over a short period of time, and there aren't a lot of different ways to take this strategy. Are you referring to my previous list (before I instituted the majority of Raude's changes)? I know I haven't updated the OP with that iteration, although I did post it in my last tournament report.
The direction I am trying to go here is the same. I do not wish to change the basic idea/theory of the deck, just see if it can be updated and tuned. For example. Why does this list contain 8 snow-covered mountains? Is that a meta choice to take advantage of Extraplanar Lens?
As for artifacts, my meta is filled with random decks and ideas. Sometimes a silly artifact can be the downfall...or when people know to just get sword of Fire/Ice. I actually added a Smash to Smithereens to help handle cards like that.
So a question I ask, is Valley Dasher really that good for this deck or is there something better? Goblin Guide, Grim Lavamancerare not present in the deck. Was there a reason? I just want to discuss some of the card choices
If the OP could edit the decklist to divide the creatures into 1, 2, 3 and 4 drop, it would be better for us to understand the curve of the deck. I feel that it has little space for "simple beaters" in the 3cc curve, specially when the P/T x CC is not favorable. So I don't like Lava Runner there.
I wonder if Chandra, Fire of Kaladesh could make the cut. I guess not, because she forces you to play spells only after combat to flip her.
- At four mana, it does not provide any damage on curve nor haste. Being your curve topper, this is of paramount importance. Strike 1.
- Needing to Mind Twist yourself in order to draw2 next turn (if you untap with it) is a huge setback. Strike 2.
For these reasons, there are a number of four drops that are plain better. Such as Hound of Griselbrand (if we're talking four drops without haste). Ultimately I would play both Sarkhan, the Dragonspeaker or Arc-Slogger both in this curve topping spot, if the deck needed another end game drop.
Scab-Clan Berserker is the last three drop I need to add to this build. I could test Magmatic Insight over Mox Diamond, but I never had any issues with needing to draw cards (indeed, the whole event I played I never found myself below 3 cards). So it may not be necessary (then again, Mox may not be necessary either - it was an idea I took from a different direction from Raude because I feel 38 lands is to much, but this way the number of mana sources is the same).
As many of you have seen, or at least heard of, back in June of this year Ewen Raude piloted a mono red aggro deck to a top 8 in a major Duel commander tournament.
Since then I have since built the deck and have been enjoying playing it. However, now that origins is out and my deck-building skills aren't the greatest I thought I would ask the community here for some tips, advice and whatever else they can offer to help tune this deck.
I read somewhere that Ewen had not been playing for awhile and more or less just threw this deck together. I feel that some of the cards could be improved upon without taking away from the actual theory of the deck. I wish I could talk to him in person to get some thoughts on why he picked some of these cards but I know that wont be happening anytime soon. So, here I am asking for some help, insight, and theory to make the deck better.
Here is the deck list straight from MTGtop8
1 Zurgo Bellstriker
38 LANDS
24 Mountain
8 Snow-Covered Mountain
1 Rishadan Port
1 Tectonic Edge
1 Wasteland
1 Mishra's Factory
1 Mutavault
1 Dust Bowl
37 CREATURES
1 Stromkirk Noble
1 Flametongue Kavu
1 Blistering Firecat
1 Mindsparker
1 Hero of Oxid Ridge
1 Young Pyromancer
1 Borderland Marauder
1 Stormblood Berserker
1 Taurean Mauler
1 Phyrexian Revoker
1 Ember Hauler
1 Mudbrawler Cohort
1 Torch Fiend
1 Goblin Wardriver
1 Ball Lightning
1 Thunderbreak Regent
1 Hellrider
1 Slith Firewalker
1 Kargan Dragonlord
1 War-Name Aspirant
1 Hell's Thunder
1 Jackal Pup
1 Ire Shaman
1 Reckless Reveler
1 Bloodcrazed Neonate
1 Eidolon of the Great Revel
1 Prophetic Flamespeaker
1 Ash Zealot
1 Goblin Rabblemaster
1 Firedrinker Satyr
1 Keldon Champion
1 Lightning Mauler
1 Mardu Scout
1 Valley Dasher
1 Erdwal Ripper
1 Gore-House Chainwalker
1 Lava Hounds
1 Flame Javelin
1 Searing Blood
1 Char
1 Searing Blaze
1 Burst Lightning
1 Fireblast
1 Searing Spear
1 Price of Progress
1 Brimstone Volley
1 Violent Eruption
1 Sudden Demise
1 Elemental Appeal
1 Volcanic Hammer
1 Chain Lightning
1 Incinerate
1 Lightning Bolt
1 Lightning Strike
7 OTHER SPELLS
1 Tangle Wire
1 Koth of the Hammer
1 Sulfuric Vortex
1 Genju of the Spires
1 Manabarbs
1 Pyrostatic Pillar
1 Spellshock
So, I guess to start - what would you do with the lands? Are fetch lands worth it? Is there something that would be better in the deck that was missed?
Steel Sabotage'ng Orbs of Mellowness since 2011.
Thank you though.
Sure. But can I ask what exactly is the direction you're taking with this list? Raude's build is set up to maximize damage dealt over a short period of time, and there aren't a lot of different ways to take this strategy. Are you referring to my previous list (before I instituted the majority of Raude's changes)? I know I haven't updated the OP with that iteration, although I did post it in my last tournament report.
I'm just a curious sort is all.
Steel Sabotage'ng Orbs of Mellowness since 2011.
As for artifacts, my meta is filled with random decks and ideas. Sometimes a silly artifact can be the downfall...or when people know to just get sword of Fire/Ice. I actually added a Smash to Smithereens to help handle cards like that.
So a question I ask, is Valley Dasher really that good for this deck or is there something better? Goblin Guide, Grim Lavamancerare not present in the deck. Was there a reason? I just want to discuss some of the card choices
I wonder if Chandra, Fire of Kaladesh could make the cut. I guess not, because she forces you to play spells only after combat to flip her.
Rather than lava runner, I'd have to be playing Ghitu Slinger first. And that guy just doesn't cut it.
I kinda wish we had a Ram-Gang tbh.
Steel Sabotage'ng Orbs of Mellowness since 2011.
The problem with Dragon at the top is numerous;
- At four mana, it does not provide any damage on curve nor haste. Being your curve topper, this is of paramount importance. Strike 1.
- Needing to Mind Twist yourself in order to draw2 next turn (if you untap with it) is a huge setback. Strike 2.
For these reasons, there are a number of four drops that are plain better. Such as Hound of Griselbrand (if we're talking four drops without haste). Ultimately I would play both Sarkhan, the Dragonspeaker or Arc-Slogger both in this curve topping spot, if the deck needed another end game drop.
Scab-Clan Berserker is the last three drop I need to add to this build. I could test Magmatic Insight over Mox Diamond, but I never had any issues with needing to draw cards (indeed, the whole event I played I never found myself below 3 cards). So it may not be necessary (then again, Mox may not be necessary either - it was an idea I took from a different direction from Raude because I feel 38 lands is to much, but this way the number of mana sources is the same).
Steel Sabotage'ng Orbs of Mellowness since 2011.