I am an unabashed Johnny/Spike. To me, I like to win with flair commonly found in combo decks. However, as I say that, I also find thrill in breaking an "even card". Think about the quote "Balance is anything but."
By the title of this thread, some of you may of guessed what card I want to build around. For those who haven't, let me introduce you to one of my favorite cards: Wildfire.
So, what do we notice about this card?
4 damage to each creature (so we want creatures that dont die to it or if they do, we've already gotten an effect out of it)
Each Player sacrifices 4 lands (So non-land ways of mana are important.... or maybe we steal an opponents land to break parity)
Players dont take damage from it (No way will we be able to kill an opponent with this)
Seeing as the type of person I am: No budget, Legacy Ban list, No Stuffy Doll (I like to break the parity other ways.)
That said, please follow the GMaD Rules- explain why you wish to add or remove a card.
I like this card. I've brewed with it a bit on MTGO, and I recently started trying to acquire a set of nice ones in the paper world so I'm really interested in seeing where this goes.
I'm going to go ahead and add 4 Guardian Idol. It's a mana rock when you want one, and it's a creature when you need to close the game.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
Adding 4x Stuffy Doll. It can put up some nice defense and once we actually hit our Wildfire it will let us dome our opponent for 4.
Since OP explicitly stated no Stuffy Dolls, I am going to remove it from the deck for now.
So far the mana rocks added are really slow compared to where a Wildfire deck wants to be. Some good accelerants we should consider (following Legacy Ban List):
For now, I will add 4 Grim Monolith. With any untap effect (especially Key), it's the most efficient Wildfire ramp that follows the Legacy banlist and can be a real powerhouse. If it doesn't synergize with what else is added to the deck, I'll gladly vote to cut it later.
Adding 4x Stuffy Doll. It can put up some nice defense and once we actually hit our Wildfire it will let us dome our opponent for 4.
Since OP explicitly stated no Stuffy Dolls, I am going to remove it from the deck for now.
So far the mana rocks added are really slow compared to where a Wildfire deck wants to be. Some good accelerants we should consider (following Legacy Ban List):
For now, I will add 4 Grim Monolith. With any untap effect (especially Key), it's the most efficient Wildfire ramp that follows the Legacy banlist and can be a real powerhouse. If it doesn't synergize with what else is added to the deck, I'll gladly vote to cut it later.
I read the thing about no Stuffy Doll and thought "I'll just add Boros Reckoner instead." Then when I actually typed it out I forgot and thought "I should just add Stuffy Doll instead of Reckoner since Indestructible is so good here."
I guess I lost my train of thought halfway through there. That said since we're adding a bunch of colorless acceleration Boros Reckoners triple red casting cost might be tricky to pull off here so I'll wait on it. Instead I'll add 1 Sword of Fire and Ice. With this we can give any one of our creatures pro-red so it won't die to our own Wildfire. The card draw should also prove useful to keep us going so we don't run out of gas.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
Adding 3 Shivan Wumpus. Wildfire will make your opponent think twice about sacking that land plus it's big enough to survive Wildfire. If we go Gruul, it would open us up to Argothian Wurm and Terravore.
I'm adding 4 Daretti, Scrap Savant. He's a real powerhouse, increases card quality and gets rid of obsolete acceleration.
Also, his ability works really well with the many artifacts that we have.
Multiple copies are not an issue since he can replace himself.
Tempted to go deeper into the Pro-Red tunnel, or go for the gutpunch, or go for a duplicitious gutpunch
let's go for the gut punch- 2 Repercussion. 4 damage to each creature, that damage gets transferred to their controller. when we do a board sweep, it'll hurt them a low.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I'm going to vote to cut one Daretti. Honestly I think 2 would be better but I'll be conservative. IDC how good it is etc having 4 in a deck will get us stuck with one in hand more often than we want to happen.
I don't understand Grim Monolith in this deck. In my mind, we want mana rocks so the deck can function without land. Grim Monolith is pretty terrible if it's tapped and you can't untap it. I'm going to vote to cut all four.
I don't understand Grim Monolith in this deck. In my mind, we want mana rocks so the deck can function without land. Grim Monolith is pretty terrible if it's tapped and you can't untap it. I'm going to vote to cut all four.
Have you seen Kai Budde's 1999 World Championship winning Wildfire deck? Having played that deck in Standard at the time, I can assure you Grim Monolith was a big part.
I believe this was his manabase (give or take a few cards):
The idea was to power out many many mana rocks so he could easily function without lands. Grim Monolith+Voltaic Key is extremely powerful colorless mana acceleration, the fastest you can get without Sol Ring, Mana Crypt, Mishra's Workshop or Mana Vault (not available in his Standard and all banned in Legacy). Pretty much every "big mana" deck in Urza Block Standard used Grim Monolith + Voltaic Key. Of course he had other mana rocks too, so he could function without lands and without Key.
Legacy MUD currently uses Grim Monolith + Metalworker + Voltaic Key as its main ramp engine. Granted, they don't kill all their lands. They also have Goblin Welder to cycle tapped Monoliths into other useful stuff.
Current Legacy Wildfire decks (in Spooky's excellent Legacy on a Budget thread) use a shell somewhat like this:
Monolith + Key is a recurring engine they all use, the easiest way to get 4-5 colorless mana both pre- and post-Wildfire, especially in conjunction with other "small" mana rocks.
In this particular deck, Monolith has synergy with Daretti. 3 colorless can be used to cast Daretti (or Wildfire). And Daretti's -2 can cycle a tapped Grim Monolith into a dead artifact (and then later some other artifact into an untapped Grim Monolith). Similar to Goblin Welder.
But, this is GMAD and players may go in all sorts of fun casual directions with card choices. It's possible Grim Monolith is too "competitive" or "expert" for the direction this deck wants to go, maybe less synergistic with some fun card choices. Like I said, if the deck veers in a certain cool creative direction that doesn't involve Key or colorless mana, I'll gladly vote against it too. But in a vacuum, it's one of the most powerful Legacy cards to run in Wildfire decks (along with Key of course).
That said, I'll add +4 Voltaic Key for now (works with other mana rocks and artifact creatures too), at least so the synergy is complete, and then you guys can choose to vote against both Key and Monolith if you want.
Daretti is great at 4 copies. If you have a 2nd in hand, the first cycles it into a new card while gaining loyalty. There's no drawback to having redundant copies as long as you can cast the first one. And if there's ample mana acceleration (which a Wildfire deck needs anyway), then casting the first one should be possible.
I think anyone pilotting this will find Cultivator's Caravan too slow. It's a 3-drop rock that only produces 1 mana, and crewing it post-Wildfire will be difficult. If you already have a 6/6, it's better to attack with that than crew Caravan. Coalition Relic lets you stack counters over turns so you can get 0 on one turn and 2 on the turn when you need mana. Rocks like Caravan just tap for 1 each turn, less flexible.
Drownyard Temple might be clunky. It gets you from 3 to 4 mana post-Wildfire, but most of the time keeping the first 1-3 sources post-Wildfire is the hardest part. If you can already generate 3 and all the lands and weenies are blown up, you're already way ahead. Spending a turn to jump from 3 to 4 is a small gain in comparison. If you guys veer into white for Mark of Asylum, Flagstones of Trokair is pretty useful (and grabs Sacred Foundry).
Grim Monolith is a different card once key is in the deck. I have definitely played grim monolith in MUD decks in paper, but it looked strange alone in the deck. I haven't looked at the Kai Budde deck in a long time, but I'll revisit it before making any other suggestions.
edit I also agree that Caravan doesn't fit. It only does something if you have other creatures.
We don't care about the creature aspect of caravan... you don't have to crew it to use it as a mana rock. Adding any color of mana is an advantage in a deck where losing all your colored lands is gonna happen
Grim Monolith is a different card once key is in the deck. I have definitely played grim monolith in MUD decks in paper, but it looked strange alone in the deck. I haven't looked at the Kai Budde deck in a long time, but I'll revisit it before making any other suggestions.
edit I also agree that Caravan doesn't fit. It only does something if you have other creatures.
Yeah, it's definitely wrong on its own. With Key to untap and Daretti to weld it into other rocks, it becomes a lot more useful for the gameplan. Still, if people add things that don't need colorless mana, maybe it will get cut.
I like that RB Wildfire/Death Cloud list too. I wonder if he was limited by budget restrictions or a certain banlist? OP here gave us Legacy banlist, so that opens up access to some powerful cards.
The problem with Signets is they can't tap for mana on their own. You need other rocks to generate the initial mana for them to do anything. Talismans seem very strong. I would go for 4 Talismans before adding any signets. Signets work in his list because he also has 4 Borderposts, 4 Talismans, and other stuff that taps for 1 mana.
I was thinking of all the hilarity chain-destructiveness that would result in Wildfire + Burning Sands + Natural Affinity would have... Granted, Wildfire/Natural Affinity alone would be an overly expensive Armegeddon. But Burning Sands, however...
I'm still tempted to add Varchild's War-Riders for some trickery. Though Ruins of Trokair/Riftstone Portal would potentially open this deck up to new possiblities.
Meh, Adding 1 Varchild's War-Riders. Give the sword, just let her build up Survivor tokens, then when Repercussion hits the field we Wildfire and laugh and laugh.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
I was thinking of all the hilarity chain-destructiveness that would result in Wildfire + Burning Sands + Natural Affinity would have... Granted, Wildfire/Natural Affinity alone would be an overly expensive Armegeddon. But Burning Sands, however...
I'm still tempted to add Varchild's War-Riders for some trickery. Though Ruins of Trokair/Riftstone Portal would potentially open this deck up to new possiblities.
Meh, Adding 1 Varchild's War-Riders. Give the sword, just let her build up Survivor tokens, then when Repercussion hits the field we Wildfire and laugh and laugh.
While that sounds amusing that's a uh 4 card combo? It sounds like a lot to set up.
Why don't we just wurmcoil people to death? Daretti can cheat it into play. If it does die it leaves tokens. Lifelink means that we don't have to worry about Repercussion (which is symmetrical). It's also tough enough to survive a wildfire without protection, and it can be cast pretty early off of Grim Monolith Mana. At the risk of being too creature heavy I'm just going to add 2 to the deck.
I'm also going to take back my vote against Grim Monolith.
edit: added keys back to the deck, which were dropped for some reason, and corrected the total count.
I like that RB Wildfire/Death Cloud list too. I wonder if he was limited by budget restrictions or a certain banlist? OP here gave us Legacy banlist, so that opens up access to some powerful cards.
Yes, Heirloom is a format defined by budget, but the budget is MTGO budget, which is very different from paper. (IE Eureka, Karakas and berserk are cheap, but cards like Impulse and Lightning Bolt are often too expensive)
I'm adding 4 Pyrite Spellbomb.
I know it is a fair card amongst unfair ones, but it is good control where we are lacking an early game.
It is also fodder for Daretti.
One other fun route we could have gone with it, is akin to how it was leveraged in 9th edition standard with Kamigawa/Ravnica, where you ran it in a UR shell, with bounce and Land destruction in Stone Rain, and finished with Magnivore, which only needs 4 sorceries in the yard to live through a fire.
This is why I chose this card as I feel it tests how ingenious you can be in breaking the parity of it in the end. In the above deck, who cares about 4 damage and 4 lands, if you're left with a 7/7 and your opponent has no lands.
On a personal note for Wurmcoil, and I like staying hands off so im not going to do anything, I feel its actually a nice fit into a Wildfire deck as it lives through a Wildfire and even if its killed (opponent bolts it in response to a Fire), you're still left with creatures post Fire.
One other fun route we could have gone with it, is akin to how it was leveraged in 9th edition standard with Kamigawa/Ravnica, where you ran it in a UR shell, with bounce and Land destruction in Stone Rain, and finished with Magnivore, which only needs 4 sorceries in the yard to live through a fire.
Magnivore, Terravore and Knight of the Reliquary are all good options for finishers. It's really interesting to see things like TukTuk though. I would not have put that in here, but it kind of works.
Quote from BlackVise »
I'm also voting to remove Wurmcoil Engine - I know it's a great card, but it has very little synergy with Wildfire. If it had 4 toughness I'd be more inclined to keep it in the deck.
I'm trying to wrap my brain around this. Why would it be better for wurmcoil to die to wildfire? Isn't 6 toughness and surviving a fire better?
Adding 1 Sword of War and Peace since its the other pro red sword. This not only gives us some much needed life gain but it protects our creatures from dying to our own wildfire or even taking damage for that matter. If they don't take damage than repercussion doesn't hurt us thus increasing the advantage that each wildfire generates us.
I'm going to vote to cut the Skirk fire marshalls. It looks like we've moved away from Goblins so it's not very likely we're going to be able to utilize this to it's fullest at this rate.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
2 Ruby Medallion to cut the costs of our red spells, rather than just being a mana rock. only two though as we haven't many red spells, with all the artifact "aftermath support".
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Maybe take out a daretti or 2 for a couple Chandra torch of defiance to do one of 2 things, help you ramp into a bomb after a wild fire or to help you cast you colored spells after a wildfire. That +1 to add rr to your pool is pretty nice. Especially after destroying a bunch of lands. Another good one might be Chandra ablaze. +1 to discard a couple of them and deal 4 damage to target creature or player and then because two of those and she'll be able to ultimate you can come back with 2 wildfires and be fine because of all your rocks that you'll already have in play. Maybe sarkhan, the dragon speaker because after your wildfire resolves you +1 him and hit them for 4 in the air. Or you could give him the +1 at the start of your turn because he does gain indestructible along with everything else.
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By the title of this thread, some of you may of guessed what card I want to build around. For those who haven't, let me introduce you to one of my favorite cards: Wildfire.
So, what do we notice about this card?
Seeing as the type of person I am: No budget, Legacy Ban list, No Stuffy Doll (I like to break the parity other ways.)
That said, please follow the GMaD Rules- explain why you wish to add or remove a card.
540 Peasant cube- Gold EditionSomething Spicy4x Wildfire
3x Cultivator's Caravan
24x Mountain
Adding 3 Cultivator's Caravan for non colorless mana production.
I'm going to go ahead and add 4 Guardian Idol. It's a mana rock when you want one, and it's a creature when you need to close the game.
Remember we can also run Burning of Xinye or Burning Wish if we need redundancy. Let those fires burn!
4 Wildfire
3 Cultivator's Caravan
4 Guardian Idol
3 Drownyard Temple
21 Mountain
It fits in our gameplan, colour. It also 'survives' Wildfire.
3 Tuktuk the Explorer
Sorceries: 4
4 Wildfire
3 Cultivator's Caravan
4 Guardian Idol
3 Drownyard Temple
21 Mountain
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
4 Wildfire
Artifacts:3
3 Cultivator's Caravan
4 Guardian Idol
3 Drownyard Temple
21 Mountain
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
Since OP explicitly stated no Stuffy Dolls, I am going to remove it from the deck for now.
So far the mana rocks added are really slow compared to where a Wildfire deck wants to be. Some good accelerants we should consider (following Legacy Ban List):
For now, I will add 4 Grim Monolith. With any untap effect (especially Key), it's the most efficient Wildfire ramp that follows the Legacy banlist and can be a real powerhouse. If it doesn't synergize with what else is added to the deck, I'll gladly vote to cut it later.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
4 Wildfire
Artifacts: 11
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
3 Drownyard Temple
21 Mountain
I read the thing about no Stuffy Doll and thought "I'll just add Boros Reckoner instead." Then when I actually typed it out I forgot and thought "I should just add Stuffy Doll instead of Reckoner since Indestructible is so good here."
I guess I lost my train of thought halfway through there. That said since we're adding a bunch of colorless acceleration Boros Reckoners triple red casting cost might be tricky to pull off here so I'll wait on it. Instead I'll add 1 Sword of Fire and Ice. With this we can give any one of our creatures pro-red so it won't die to our own Wildfire. The card draw should also prove useful to keep us going so we don't run out of gas.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
Sorceries: 4
4 Wildfire
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
3 Drownyard Temple
21 Mountain
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
4 Wildfire
Artifacts: 12
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
3 Drownyard Temple
21 Mountain
Also, his ability works really well with the many artifacts that we have.
Multiple copies are not an issue since he can replace himself.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
Sorceries: 6
4 Wildfire
2 Burning of Xinye
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
4 Daretti, Scrap Savant
Lands:
3 Drownyard Temple
21 Mountain
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
let's go for the gut punch- 2 Repercussion. 4 damage to each creature, that damage gets transferred to their controller. when we do a board sweep, it'll hurt them a low.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
Sorceries: 6
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts: 12
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
4 Daretti, Scrap Savant
Lands:
3 Drownyard Temple
21 Mountain
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
Sorceries: 6
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts: 12
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
I'm going to vote to cut one Daretti. Honestly I think 2 would be better but I'll be conservative. IDC how good it is etc having 4 in a deck will get us stuck with one in hand more often than we want to happen.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
Sorceries: 6
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts: 12
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith (1 @ -4)
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
Have you seen Kai Budde's 1999 World Championship winning Wildfire deck? Having played that deck in Standard at the time, I can assure you Grim Monolith was a big part.
I believe this was his manabase (give or take a few cards):
4 Ancient Tomb
3 City of Traitors
4 Voltaic Key
4 Grim Monolith
4 Fire Diamond
4 Worn Powerstone
4 Thran Dynamo
The idea was to power out many many mana rocks so he could easily function without lands. Grim Monolith+Voltaic Key is extremely powerful colorless mana acceleration, the fastest you can get without Sol Ring, Mana Crypt, Mishra's Workshop or Mana Vault (not available in his Standard and all banned in Legacy). Pretty much every "big mana" deck in Urza Block Standard used Grim Monolith + Voltaic Key. Of course he had other mana rocks too, so he could function without lands and without Key.
Legacy MUD currently uses Grim Monolith + Metalworker + Voltaic Key as its main ramp engine. Granted, they don't kill all their lands. They also have Goblin Welder to cycle tapped Monoliths into other useful stuff.
Current Legacy Wildfire decks (in Spooky's excellent Legacy on a Budget thread) use a shell somewhat like this:
4 Wildfire
3 Destructive Force
//Lands:
4 Ancient Tomb
4 City of Traitors
3 Sandstone Needle
4 Voltaic Key
4 Grim Monolith
3 Fire Diamond
3 Talisman of Impulse
3 Coalition Relic
4 Thran Dynamo
2 Gilded Lotus
Monolith + Key is a recurring engine they all use, the easiest way to get 4-5 colorless mana both pre- and post-Wildfire, especially in conjunction with other "small" mana rocks.
In this particular deck, Monolith has synergy with Daretti. 3 colorless can be used to cast Daretti (or Wildfire). And Daretti's -2 can cycle a tapped Grim Monolith into a dead artifact (and then later some other artifact into an untapped Grim Monolith). Similar to Goblin Welder.
But, this is GMAD and players may go in all sorts of fun casual directions with card choices. It's possible Grim Monolith is too "competitive" or "expert" for the direction this deck wants to go, maybe less synergistic with some fun card choices. Like I said, if the deck veers in a certain cool creative direction that doesn't involve Key or colorless mana, I'll gladly vote against it too. But in a vacuum, it's one of the most powerful Legacy cards to run in Wildfire decks (along with Key of course).
That said, I'll add +4 Voltaic Key for now (works with other mana rocks and artifact creatures too), at least so the synergy is complete, and then you guys can choose to vote against both Key and Monolith if you want.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
Sorceries: 6
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts: 16
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith (1 @ -4)
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
Daretti is great at 4 copies. If you have a 2nd in hand, the first cycles it into a new card while gaining loyalty. There's no drawback to having redundant copies as long as you can cast the first one. And if there's ample mana acceleration (which a Wildfire deck needs anyway), then casting the first one should be possible.
I think anyone pilotting this will find Cultivator's Caravan too slow. It's a 3-drop rock that only produces 1 mana, and crewing it post-Wildfire will be difficult. If you already have a 6/6, it's better to attack with that than crew Caravan. Coalition Relic lets you stack counters over turns so you can get 0 on one turn and 2 on the turn when you need mana. Rocks like Caravan just tap for 1 each turn, less flexible.
Drownyard Temple might be clunky. It gets you from 3 to 4 mana post-Wildfire, but most of the time keeping the first 1-3 sources post-Wildfire is the hardest part. If you can already generate 3 and all the lands and weenies are blown up, you're already way ahead. Spending a turn to jump from 3 to 4 is a small gain in comparison. If you guys veer into white for Mark of Asylum, Flagstones of Trokair is pretty useful (and grabs Sacred Foundry).
Wumpus looks amazing. Great idea.
(see this deck)
http://gatherling.com/deck.php?mode=view&id=36114
Grim Monolith is a different card once key is in the deck. I have definitely played grim monolith in MUD decks in paper, but it looked strange alone in the deck. I haven't looked at the Kai Budde deck in a long time, but I'll revisit it before making any other suggestions.
edit I also agree that Caravan doesn't fit. It only does something if you have other creatures.
Yeah, it's definitely wrong on its own. With Key to untap and Daretti to weld it into other rocks, it becomes a lot more useful for the gameplan. Still, if people add things that don't need colorless mana, maybe it will get cut.
I like that RB Wildfire/Death Cloud list too. I wonder if he was limited by budget restrictions or a certain banlist? OP here gave us Legacy banlist, so that opens up access to some powerful cards.
The problem with Signets is they can't tap for mana on their own. You need other rocks to generate the initial mana for them to do anything. Talismans seem very strong. I would go for 4 Talismans before adding any signets. Signets work in his list because he also has 4 Borderposts, 4 Talismans, and other stuff that taps for 1 mana.
I'm still tempted to add Varchild's War-Riders for some trickery. Though Ruins of Trokair/Riftstone Portal would potentially open this deck up to new possiblities.
Meh, Adding 1 Varchild's War-Riders. Give the sword, just let her build up Survivor tokens, then when Repercussion hits the field we Wildfire and laugh and laugh.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
1 Varchild's War-Riders
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 12
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith (1 @ -4)
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
While that sounds amusing that's a uh 4 card combo? It sounds like a lot to set up.
Why don't we just wurmcoil people to death? Daretti can cheat it into play. If it does die it leaves tokens. Lifelink means that we don't have to worry about Repercussion (which is symmetrical). It's also tough enough to survive a wildfire without protection, and it can be cast pretty early off of Grim Monolith Mana. At the risk of being too creature heavy I'm just going to add 2 to the deck.
I'm also going to take back my vote against Grim Monolith.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 16
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
edit: added keys back to the deck, which were dropped for some reason, and corrected the total count.
Yes, Heirloom is a format defined by budget, but the budget is MTGO budget, which is very different from paper. (IE Eureka, Karakas and berserk are cheap, but cards like Impulse and Lightning Bolt are often too expensive)
I know it is a fair card amongst unfair ones, but it is good control where we are lacking an early game.
It is also fodder for Daretti.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 20
4 Pyrite Spellbomb
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
These are the decks that I have constructed, and are ready to play:
01. Ankh Sligh to be exact.
This is why I chose this card as I feel it tests how ingenious you can be in breaking the parity of it in the end. In the above deck, who cares about 4 damage and 4 lands, if you're left with a 7/7 and your opponent has no lands.
On a personal note for Wurmcoil, and I like staying hands off so im not going to do anything, I feel its actually a nice fit into a Wildfire deck as it lives through a Wildfire and even if its killed (opponent bolts it in response to a Fire), you're still left with creatures post Fire.
540 Peasant cube- Gold EditionSomething SpicyMagnivore, Terravore and Knight of the Reliquary are all good options for finishers. It's really interesting to see things like TukTuk though. I would not have put that in here, but it kind of works.
I'm trying to wrap my brain around this. Why would it be better for wurmcoil to die to wildfire? Isn't 6 toughness and surviving a fire better?
I'm going to vote to cut the Skirk fire marshalls. It looks like we've moved away from Goblins so it's not very likely we're going to be able to utilize this to it's fullest at this rate.
3 Tuktuk the Explorer
2 Skirk Fire Marshal (1 @ -2)
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 21
4 Pyrite Spellbomb
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
1 Sword of War and Peace
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
Would Ghost Town be useful? Petrified Field? Riftstone Portal?
3 Tuktuk the Explorer
2 Skirk Fire Marshal (1 @ -2)
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 21
4 Pyrite Spellbomb
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
2 Ruby Medallion
1 Sword of Fire and Ice
1 Sword of War and Peace
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.