This deck is the real deal. I believe Purphoros finally offers mono red a legitimate shot at being competitive. I’m not saying the deck is Tier 1, and like most decks it has good and bad matchups, but it is surprisingly good. When I first began testing, I was skeptical and had low expectations. Mono red was typically the joke of the format so why would Purphoros be different? After weeks of testing and tuning on Cockatrice, color me impressed. Purphoros is pretty darn good. Overview
The Purphoros deck has essentially one goal: deal 30 damage as quickly as possible. Mono red offers very few tricks and very little card advantage, so each card needs to count towards the math of getting to 30. Often this comes from aggressive starts with a creature mob then finishing with a bomb 5 drop or burn spells. Sometimes Purphoros is never cast or plays no role. However, most games come with adversity: creatures get countered or killed and burn has to be used on opposing creatures. It is in these games that Purphoros makes a huge difference. There are very few ways to remove an indestructible enchantment (when he’s not active) from the battlefield. When 5 devotion is reached, an indestructible 6/5 creature is also not too shabby. His pump ability comes in handy to chip away at that life total. And of course, with our God out, it is only a matter of time before the attrition war is won via the virtual advantage of repeated shocking.
Reach (cards that specifically help us finish the game by dealing big damage)
Purphoros, God of the Forge – Purphoros is the primary form of reach in the deck. With Purphoros out, every creature comes with a shock to the dome. This is extremely critical in reaching 30 damage. Shrine of Burning Rage – Shrine is an amazing finisher and one of the best turn 2 plays in the deck. Price of Progress – Extremely powerful card, often dealing 8, 10, 12+ damage, all for 2 mana at instant speed. Game stealer supreme. Arc-Slogger – I have never lost a game where I untap with Arc-Slogger in play. ‘Nuff said.
Disruption
Blood Moon and Magus of the Moon – These. Cards. Win. Games. Ruination – So nasty. Again, just plain wins games. Tangle Wire – Staple in any aggressive deck.
Artifact destruction creatures (Manic Vandal, Torch Fiend, Reckless Reveler) – The only artifact destruction spells I’m playing are in the form of creatures. I believe this is the correct approach. Creatures are never dead and they provide 2 damage with purphoros. In contrast, Instants and Sorceries can be dead cards and will never provide extra damage. I may be strict in this reasoning but I stand by it. They offer just a bit of added disruption. Yes there are only three of them, I know it’s random, but again I think it’s correct.
The 5 Drops – A 5 drop in this deck has to be epic. Say hello to the 5 drop crew.
Siege-Gang Commander – Probably the most obvious synergy with Purphoros. 4 permanents on the board and 8 to the dome, all for 5 mana. Not too shabby. Arc-Slogger – Already mentioned in the “Reach” portion. He’s really powerful. Thundermaw Hellkite – This guy is awesome! Important creature in the Griselbrand matchup as well – lets you swing through since 7/7 is basically impossible to kill. Sarkhan, the Dragonspeaker – Versatility in a color really lacking it. Removal AND/OR a 4/4 flying haste indestructible. 2 Devotion as well. Great card for this deck.
Misc. Unique Stuff
Equipment – Just Umezawa’s Jitte, Bonesplitter, and Skullclamp. Jitte is obviously insane and wins games against aggro decks and Animar combo all by itself. Bonesplitter is really efficient at providing extra damage or making our guys large enough to shoot down big creatures. Skullclamp is the only draw spell in the deck and of course it is as broken as ever. No swords, though. I believe the swords are too slow for the value they provide. They just don’t fit this deck. Kher Keep – Shock on a land? Auto include. Hammer of Purphoros – A recent addition. Originally I felt this card was too “do nothing” for 3 mana. While I haven’t had much time to test it, I think it may prove worthy. Hammer adds to devotion and provides enough extra value and long game advantage that it should be serviceable. We will see.
The Rest
Pretty much everything else in the deck is just aggressive mono red stuff. All the good 1 and 2 drops, Koth, the 4 cmc creature trio (Hellrider/Hero of Oxid Ridge/FTK), all the most efficient burn that can hit creatures as well as players (important, imo!), etc. All conventional stuff. Oh and 39+ lands. Without card draw, it is imperative to hit every land drop at least to four and really 5+. I would not go lower than 39.
The burn spells are focused primarily on being extremely efficient for their mana cost. This should explain my choices. Magma Jet doesn't exactly fit this description but I like the scry and I think it's worth the 2 mana.
Notable Exclusions
Norin the Wary – Never attacks, does not provide devotion, and only useful with Purphoros on the board. No thanks. Emrakul's Hatcher – Tested for a while. Similar to Siege-Gang Commander but the power level is much lower. The 5 drop slot must be kept lean and he doesn’t cut it. Hearth Kami – Tested and didn’t like it. Weak body and the ability is too mana intensive. I would rather run Shattering Spree over him.
Artifact Ramp – Ruby Medallion, mana rocks, and even Gauntlet of Might are maybe for another build but not for mine. I want creatures and devotion. Genesis Chamber – I have seen this card in a few builds on Cockatrice. I love the idea, but it’s symmetrical, isn’t a creature, and doesn’t provide devotion. Valakut, the Molten Pinnacle – I tried this card but it’s just no good. Very rarely do we ever get to 5+ mountains. Plus, it enters tapped and that sucks for an aggressive strategy like ours. Grim Lavamancer – Not enough fetch lands to support this guy and he is only a 1/1. Not a combat creature, no thanks. Imperial Recruiter – Makes sense to grab Grinning Ignus, but other than that, he is way too slow for an aggressive strategy.
Goblins! – A goblin build would probably do well, but isn’t Krenko a better general for that approach? I would think so. Matchups
Here are my current matchup impressions:
vs. Zur the Enchanter - probably 30/70, not good.
vs. Derevi, Empyrial Tactician - so far 7-1, so very good.
vs. Jenara, Asura of War - about 50/50 - similar to Derevi, but the problem comes when Jenara gets very large and we can't block or kill her and get out-raced.
vs. Griselbrand - only played a few games, but bad (not really surprising)
vs. Maelstrom Wanderer - ~50/50, or possibly a little less
vs. Rhys the Redeemed (combo) - not great, we don't run many pyroclasms, although I am running violent eruption now which should help
vs. Animar, Soul of Elements (combo) - Positive! I'd say 60/40 so far? Maybe slightly better? Feels like a good matchup since we have burn to slow him down and can apply a good clock to finish the game
vs. Sigarda, Host of Herons - 2-0, just one match, seems pretty good though. Unlike Rhys, this one is not combo oriented so it's more favorable.
vs. Oloro, Ageless Ascetic - BAD. Blood moon or you lose. This guy is unfair for aggro.
vs. Prossh - difficult, again. A combo deck that monored has few ways of interacting with. Not sure on the % but it is typically a race. Or a blood moon/ruination win.
Changelog
10-15-2013 Initial post.
10-16-2013 -Dragonmaster Outcast, +Zo-Zu the Punisher. Dragonmaster was by far the weakest creature and I think Zo-Zu is going to be great in here. Adds 2 devotion and brings extra damage. I also added 4 creatures that were missing from the Decklist here - oops, was a late night when I was putting this thing together.
10-27-2013 Cut one mountain, down to 39 lands. I was flooding a bit too much. With a proper mulligan, mana short is not a problem. But I hope 39 will *slightly* reduce my flood. This also opens up a "testing slot" for the deck. First in line: Chandra, Pyromaster. The next card to be tested is Imperial Recruiter. Ydwen Efreet has earned his spot in the deck. I really like the Efreet - only positives here. Sudden Demise has earned a permanent spot as well. It's a very powerful card. So overall, the changes are:
1-28-2014 - Zur is gone, hooray! Time to clean up some of the 4 dmg burn spells. -Violent Eruption -Parch -Mizzium Mortars +Lightning Strike +Searing Spear +Sulfur Elemental (testing slot, wanted another creature)
Also, cut all the fetch lands and added basic mountains. The only card in the deck that benefits from the fetch lands is Barbarian Ring. Without card draw, fetches are a liability (stifle, mindcensor, etc.) - you CANNOT hiccup on land drops.
2-5-2014 - Testing Spellshock. I never heard of this card before but I think it's going to be a keeper. Provides devotion and it can deal a LOT of damage.
2-5-2014 - BNG gave the deck another Torch Fiend, in the form of Reckless Reveler. Also, Spellshock is awesome, permanent addition. I cut Tempt with Vengeance - I believe it was the weakest of the "5 drop" spells. I think it's good, just unnecessary and I wanted to lower the curve. I did not like Sulfur Elemental, so he's gone. Also, cut one of the burn spells (Lightning Strike) to make room. Testing Acidic Soil (testing slot).
4-9-2014 New card spoiled, and it is awesome - Eidolon of the Great Revel. This guy is an auto include. Happy to get him! I am now testing Arc Lightning (instead of Acidic Soil, which I didn't like). The burn package is something that can be tuned based on the expected meta. I have also removed REB and Pyroblast. There are a lot of non-blue decks running around. Dead cards are not good. Made some other various changes - check list up top!
7-6-2014
M15 changes:
+Borderland Marauder (auto-include, basically a 2nd Gore-House Chainwalker)
+Goblin Rabblemaster (sort of testing this guy but I think he'll be good. Bonus is you get the ETB 2 dmg from the first goblin if you cast Purphoros main phase turn 4 (turn after casting this guy), then attack. Seems solid to get damage in.)
-Mindsparker (Rabblemaster took his spot for now. I'm not huge on Mindsparker but it's serviceable)
-Reckless Waif (I think it's time to say goodbye to the waif. a turn 1 3/2 is great, but EVERY deck is doing stuff turn 1 and he almost never flips in my recent games. So, vanilla 1/1 for 1? You're outta there!)
7-6-2014
Oloro is now banned as a commander. This is excellent news as Oloro was probably the most difficult matchup due to the life gain.
Anyway, with the prevalence of Marath, and also the possibility of Yisan coming on strong, and with Oloro banned, it makes sense to run more removal or at least more ways of killing creatures with 3 toughness. So, with that in mind, I have made the following tweak:
+Jaya Ballard, Task Mage - Primary reason here is that she turns every card in my deck into incinerate. Can also kill blue stuff which is never bad. Testing to see how she goes... (oh and 2 devotion is nice too).
-Goblin Rabblemaster (I didn't give it much time but honestly, I just don't think I need this guy. I have enough "dudes" that attack. It just doesn't strike me as "amazing" in any particular matchup. And frankly, against another aggro or midrange deck, it feels like a liability since goblins MUST attack. I'm sad because he looks good on paper but... it's just not giving me much edge IMO.)
Mizzium mortars may come back in as well if I feel I need it. I think it may because lately I feel like I just need more removal. Maybe even rolling earthquake... even though it could wipe out my team, it's extremely powerful and would help shore up difficult matchups. We will see...
I think Sarkhan is strictly better than Stormbreath Dragon. He doesn't deal 2 dmg upon ETB with purphoros, but Sarkhan's other abilities more than make up for it. Testing should go well. Also, Martyr of Ashes seems like a great addition so far. I am tempted to run cards like Rolling Earthquake but always hesitate because they also suicide my team. Martyr is at least a creature by himself, so we will see how it goes. Simian Spirit Guide is just a plain 2/2 and the mana boost is rarely that helpful. I think the games he helps me, i'd have won anyway. Cut him... I don't think we need the random extra mana at the cost of a card in hand.
9-21-2014
Khans of Tarkir gave me Sarkhan... but it also gave Jeering Instigator. I think this card offers a potentially game-changing effect for mid to late game. At the worst, it's a 2 power creature for 2 (during early game, or depending on the matchup). In exchange, cutting Jaya Ballard. I really wanted Jaya to be good but I fear her abilities are too slow and she is also not good enough for combat.
Early pillar, if unanswered, will simply win many games. I should have been playing it all along I believe. Yes it's sort of dead late, but can still help as long as the board is deadlocked. Early on, and against combo decks and control decks, it's GG. Martyr does OK but I just want more damage firepower in the deck...
Cutting the harbinger package for more powerful cards. I think this is correct. People have been on me for a while to give Rabblemaster another shot, so here we go. Rolling earthquake is suicidal for my own creatures, yes, but it is insanely powerful and can reset a losing board position. Along with Sudden Demise, provides another answer to hexproof as well.
Fate Reforged brings us a new auto-include: Mardu Scout. Excellent aggressive RR creature, with a nice ability too. I cut Jeering Instigator to make room. Instigator was just in testing anyway, and his ability is too mana intensive and as a vanilla 2/1 it's just not good enough.
Another potential addition from Fate Reforged is Flamewake Phoenix. I am thinking about how to work him in...
Evergreen. Much of my design philosophy and some card selection in this deck came from Evergreen. His long term experiment with Radha provided me with a lot of ideas. Observing his games, I was able to see just how good an aggro deck can be when it is built properly and focused on getting to 30 damage. Plus, he is the most humble and yet one of the most knowledgeable players in the community (I know he’ll disagree with this, but it would only further prove that he is humble). Oh, and one hyphenated word: Arc-Slogger.
Pacifist. After working together intently on our Artifact Nin deck, only to have it crushed by the banning of Winter Orb, I was glad that Pacifist was able to help me out with Purphoros thanks to his experience with mono red aggro in German Highlander. And for insisting that Shrine of Burning Rage was pretty good in mono red. Thank you, Sir Pacifist.
Rest of the Cockatrice community (especially the Kool Kids Klub, thank you perfekt). Great bunch of people playing on Cockatrice. Competitive decks, good manners, and great testing. I like to think we are innovating and evolving the format together. Plus, good times and good laughs always. Cheers you guys.
Unearth as a mechanic would synergize well with the Commander, but the red options are not strong unless you decide that Ball Lightning aggro is the way to go. As it stands, I think he's looking for a more permanent board position.
The card advantage of the latest Chandra might be good, has it been tested?
DC metagame can definitely benefit having more competitive red decks, mono red has a positive influence in legacy in that it counteracts/balances control. This guy comes with built in burn. I wish its creature buff were a bit cheaper, but it is still good.
I don't like mox in this deck. There is no way to offset the card disadvantage. I rather have a slower, methodical approach than all-in card disadvantage.
For the same reason, I don't like the unearth creatures. They just aren't robust. I want board position and more quality guys, as TGS correctly described :).
Zozu sounds like a great idea. I'll test him out.
I don't see how Chandra would be that useful here. Seems rather slow - i'd rather cast a creature or cast Puphoros. Maybe i'm wrong?
Unearth as a mechanic would synergize well with the Commander, but the red options are not strong unless you decide that Ball Lightning aggro is the way to go. As it stands, I think he's looking for a more permanent board position.
The card advantage of the latest Chandra might be good, has it been tested?
I tried some of these ball lightning cards and did not like them. I prefer slower, more robust starts.
As for Chandra, again, I don't see it. 4 CMC is a really competitive spot. Is she better than the general, koth, hellrider, hero of oxid ridge? Maybe? I never tested it though, admittedly. So I could be missing out. I like the abilities for sure, it's just a tight squeeze at 4.
Do tokens give devotion? I didn't think they had mana symbols.
Very cool deck!
No they don't give devotion since they cost nothing. Very fine deck. I remember playing you when Puphoros first came out and the deck seemed a bit slow. Holy moly it was fast yesterday. Thanks for the games.
Ib is tough because, again, a 4 drop has got to be insane. I'll put him on the backburner for now.
I also like Firecat Blitz as a finisher and because it is two spells in one. I will probably try it out to see how I like it.
I like Hound, but again I don't think it's worth 4 cmc. Clickslither, same thing. Ydwen Efreet I have never heard of but I like that guy! 3/6 for 3??? and 3 devotion? Thank you for this suggestion, I'm going to try him.
And thanks mike and Bbearz. GGs to you too.
Also - the "decklist" in the original post was missing some creatures. The current list is correct. I have added Zo-Zu in place of Dragonmaster Outcast.
Virtus: I'm a little wary of War Elemental but it might be good. Goblin Assault appears attractive, but I have yet to play it.
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Come into play and take 6 or come into play take 2 and have a 4/3 for one. I would take this out for Reckless Waif because if it flips it provides no devotion.
Some other suggestions:
Mogg War Marshal-
When Purphoros is out he comes in and deals 4 damage and then if you let him die it provides another 2. Otherwise you get some good blockers without your general out.
Beetleback Chief-
Similar to Siege Gang Commander. Just value. With general out it's 6 damage and 3 bodies for 4.
Hellspark Elemental-
Good aggressive creature that gets two activations and 4 damage with Purphoros out.
Goblin Marshal-
Yes is a high point in the curve, but at 6 comes in and deals 6 damage and next turn deals 4 more with the General out.
I just feel the deck doesn't have enough synergy with Purphoros. It just seems like an aggro red list. I feel it needs to be more combo and bang for the buck.
Against typical blue control i'm pretty satisfied with my results. Except for Zur, I think at least 50/50 which is great. Against other control like Griselbrand , I've done poorly but this is expected.
Come into play and take 6 or come into play take 2 and have a 4/3 for one. I would take this out for Reckless Waif because if it flips it provides no devotion.
Some other suggestions:
Mogg War Marshal-
When Purphoros is out he comes in and deals 4 damage and then if you let him die it provides another 2. Otherwise you get some good blockers without your general out.
Beetleback Chief-
Similar to Siege Gang Commander. Just value. With general out it's 6 damage and 3 bodies for 4.
Hellspark Elemental-
Good aggressive creature that gets two activations and 4 damage with Purphoros out.
Goblin Marshal-
Yes is a high point in the curve, but at 6 comes in and deals 6 damage and next turn deals 4 more with the General out.
I just feel the deck doesn't have enough synergy with Purphoros. It just seems like an aggro red list. I feel it needs to be more combo and bang for the buck.
Why do you feel that way? Would a more synergy/combo approach improve some important matchups? Personally, I feel like a red aggro strategy with just a little bit of synergy is going to be more effective against the competitive decks in duel commander. I don't think unearth cards are good enough. Same with Vexing Devil... not with 30 life.
Mogg War Marshall is probably the card you will be most surprised to not see in my list. I don't believe it is good enough in combat to play. If the echo isn't paid, you get a 1/1 that can attack on turn 3, and another 1/1 that can't attack until turn 4. It's too slow. With Purph out, sure, he's 6 damage. But 2 drops need to be dealing damage early game so we can finish later with Purph.
Sulfur Elemental is pretty cool by itself, but adding the fact that it's an elemental makes it even cooler for this deck.
I'd also add chandra in, because it's really strong. You have access to card advantage, the "can't block" part is relevant in an aggro deck, and it deals with a few relevant creatures (dark conf comes to mind).
Sulfur elemental is interesting. May be better than Mindsparker. I will test it in this slot for a while to see if I like it.
I'm just still not feeling Chandra. Can't block is good, for sure, but she's 4 mana... that is a hotly contested slot in this deck. I just don't think i'll ever get enough damage out of her for 4 mana.
Commander 2013 provides 2 new potential additions: Sudden Demise (the XR one-color earthquake) and Tempt with Vengeance (XR put X 1/1 tokens with haste out).
Sudden demise is a nice way to remove hexproof guys and can really wreck decks like Rhys and Ezuri which I was having trouble with. It can also kill Zur for 5 mana so it's not exactly dead in any matchup. I am testing it now.
Tempt with vengeance looks like a good follow-up to Purph but at 5 mana it's still nothing compared to Siege-Gang Commander or Thundermaw Hellkite... probably too 'cute' but may test it to be sure.
I'm just still not feeling Chandra. Can't block is good, for sure, but she's 4 mana... that is a hotly contested slot in this deck. I just don't think i'll ever get enough damage out of her for 4 mana.
She's a red card that draws you cards. Thats all you need to know imo. She's not JtMS but she's probably still one of the best planeswalkers WotC has printed and the only worthwhile red one for most decks (although I imagine Koth is just fine in this deck).
Kool Kids Klub ?? How has this not been mentioned in the rooms ??? I AM A KOOL KID WITH NO KLUB.
Also, this deck is pretty good. I remember when you first started playing with it, you didn't think it would compete. Looks ok now... Could have also swore I seen a recruiter drop the other night ??? no ?
Fanatic is possibly good, though I wish it was like 2 dmg per devotion. At only one, not sure it's going to do enough damage. As a topdeck with no board it's only 1 dmg! It's cool though, for sure.
why did you not post results vs. Prossh, Skyraider of Kher? fifnt play any match ups? it seems to be a very fast agroo-combo general
Prossh is a difficult matchup (especially if it's a tuned, fast build). Monored is going to be weak to combo in general. I believe my build offers the best shot against combo, though, because it is fast and aggressive. I've won against Prossh due to my speed or a timely Blood Moon, but most of the time Prossh is just faster. Also - the reason I didn't post this is because I just forgot! There are a lot of decks to remember.
She's a red card that draws you cards. Thats all you need to know imo. She's not JtMS but she's probably still one of the best planeswalkers WotC has printed and the only worthwhile red one for most decks (although I imagine Koth is just fine in this deck).
Fair enough. I am testing her now. So far she's good, I admit. Is she a keeper though? Not sure yet. Will continue to test.
I mentioned this card in a previous post. It's a possibility, for sure. I do like how it scales. Is it better than Firecat Blitz? Which should we run? I will probably test one to find out.
What do you think of memory jar? I know its maybe slow for this deck but it can act as a reach because with low curve such as in this deck you can easily play 4 spells you draw from this.
Memory Jar's effect is great as you say but I think it's too costly. I don't think it's good enough for 1v1 duel commander.
Kool Kids Klub ?? How has this not been mentioned in the rooms ??? I AM A KOOL KID WITH NO KLUB.
Also, this deck is pretty good. I remember when you first started playing with it, you didn't think it would compete. Looks ok now... Could have also swore I seen a recruiter drop the other night ??? no ?
Thank you! Yes it's doing better now. Typical monored weaknesses holding it back, though. No recruiter yet. I do plan to test him eventually. Just hate to pay 3 mana for a 1/1.
I've been following this thread and am building a similar build for The God of the Forge. I have little experience in 1v1 (though I aim to indulge myself once I get my deck 'optimized'), and my comments are based on theories but I feel that your build is definitely the way to go. It curves out really well, it feels like 60 card RDW. A few things I'd like to discuss:
-Why the fetchlands? Grim Lavamancer didnt make your cut, and you dont have the need to shuffle your deck a lot.
-UW is dominant, how do you address these archetypes?
-There are a few cards that I play which I believe work well: Basilisk Collar equipped on pingers and first strikers to kill off fatties like Iona should opponents cheat 'em into play. Also kinda helps race against aggro, with Jitte. Rakka Mar I took out hero for her.
-Goblin Bombardment and Goblin Assault. GA is our red bitterblossom IMO and GB adds value to our creatures that die over boardwipes and even spot removal.
Honestly, the biggest issue I have is finding a spot in my 99. Really driving me nuts, man. LOL.
I've been following this thread and am building a similar build for The God of the Forge. I have little experience in 1v1 (though I aim to indulge myself once I get my deck 'optimized'), and my comments are based on theories but I feel that your build is definitely the way to go. It curves out really well, it feels like 60 card RDW. A few things I'd like to discuss:
-Why the fetchlands? Grim Lavamancer didnt make your cut, and you dont have the need to shuffle your deck a lot.
-UW is dominant, how do you address these archetypes?
-There are a few cards that I play which I believe work well: Basilisk Collar equipped on pingers and first strikers to kill off fatties like Iona should opponents cheat 'em into play. Also kinda helps race against aggro, with Jitte. Rakka Mar I took out hero for her.
-Goblin Bombardment and Goblin Assault. GA is our red bitterblossom IMO and GB adds value to our creatures that die over boardwipes and even spot removal.
Honestly, the biggest issue I have is finding a spot in my 99. Really driving me nuts, man. LOL.
Thank you man! Fetchlands - thin the deck, also help with threshold for barbarian ring (although I *rarely* ever get to use the ring). They are not super important, but I think you might as well run them to thin the deck out. Alternatively, if you're worried about stifle, it may be ok to cut them. Haven't really thought much about it so good point.
Basilisk Collar is interesting against other aggro and midrange for sure. These decks give me problems. What pingers do you run?
Rakka Mar is cool. Do you consider it a 5 drop? I like the idea and will think about it.
I don't know about either Goblin Bombardment or Goblin Assault. I like GB a lot better obviously. I suppose I should be testing it. What is your experience with it? It feels awfully slow against combo decks... that would be my biggest gripe.
With GA, i'm not sure it's worth 2 mana (and turn 2 drop, especially) to be able to deal them a few extra damage in response to a wrath. Though maybe there is something there... (edit: specifically as a pinger for spot removal... I can see this being useful especially in some difficult matchups. Is there something better though? For reusable spot removal?)
This deck is the real deal. I believe Purphoros finally offers mono red a legitimate shot at being competitive. I’m not saying the deck is Tier 1, and like most decks it has good and bad matchups, but it is surprisingly good. When I first began testing, I was skeptical and had low expectations. Mono red was typically the joke of the format so why would Purphoros be different? After weeks of testing and tuning on Cockatrice, color me impressed. Purphoros is pretty darn good.
Overview
The Purphoros deck has essentially one goal: deal 30 damage as quickly as possible. Mono red offers very few tricks and very little card advantage, so each card needs to count towards the math of getting to 30. Often this comes from aggressive starts with a creature mob then finishing with a bomb 5 drop or burn spells. Sometimes Purphoros is never cast or plays no role. However, most games come with adversity: creatures get countered or killed and burn has to be used on opposing creatures. It is in these games that Purphoros makes a huge difference. There are very few ways to remove an indestructible enchantment (when he’s not active) from the battlefield. When 5 devotion is reached, an indestructible 6/5 creature is also not too shabby. His pump ability comes in handy to chip away at that life total. And of course, with our God out, it is only a matter of time before the attrition war is won via the virtual advantage of repeated shocking.
The List
1 Firedrinker Satyr
1 Frenzied Goblin
1 Goblin Bushwhacker
1 Goblin Guide
1 Intimidator Initiate
1 Jackal Pup
1 Stromkirk Noble
1 Zurgo Bellstriker
1 Ash Zealot
1 Blood Knight
1 Ember Hauler
1 Goblin Wardriver
1 Gore-House Chainwalker
1 Eidolon of the Great Revel
1 Heartlash Cinder
1 Kargan Dragonlord
1 Reckless Reveler
1 Slith Firewalker
1 Stigma Lasher
1 Torch Fiend
1 Borderland Marauder
1 Mardu Scout
1 Dragon Whisperer
1 Grinning Ignus
1 Magus of the Moon
1 Ydwen Efreet
1 Goblin Rabblemaster
1 Flametongue Kavu
1 Hellrider
1 Hero of Oxid Ridge
1 Arc-Slogger
1 Siege-Gang Commander
1 Thundermaw Hellkite
Sorceries (4)
1 Chain Lightning
1 Ruination
1 Sudden Demise
1 Rolling Earthquake
Instants (8)
1 Burst Lightning
1 Char
1 Incinerate
1 Lightning Bolt
1 Lightning Strike
1 Magma Jet
1 Price of Progress
1 Searing Spear
1 Bonesplitter
1 Hammer of Purphoros
1 Shrine of Burning Rage
1 Skullclamp
1 Tangle Wire
1 Umezawa’s Jitte
1 Winter Orb
Enchantments (5)
1 Blood Moon
1 Pyrostatic Pillar
1 Seal of Fire
1 Sulfuric Vortex
1 Spellshock
Planeswalkers (2)
1 Koth of the Hammer
1 Sarkhan, the Dragonspeaker
Lands (39)
1 Cavern of Souls
1 Ghitu Encampment
1 Kher Keep
1 Mishra’s Factory
32 Mountain
1 Mutavault
1 Rishadan Port
1 Wasteland
Card Selection Details
Reach (cards that specifically help us finish the game by dealing big damage)
Purphoros, God of the Forge – Purphoros is the primary form of reach in the deck. With Purphoros out, every creature comes with a shock to the dome. This is extremely critical in reaching 30 damage.
Shrine of Burning Rage – Shrine is an amazing finisher and one of the best turn 2 plays in the deck.
Price of Progress – Extremely powerful card, often dealing 8, 10, 12+ damage, all for 2 mana at instant speed. Game stealer supreme.
Arc-Slogger – I have never lost a game where I untap with Arc-Slogger in play. ‘Nuff said.
Disruption
Blood Moon and Magus of the Moon – These. Cards. Win. Games.
Ruination – So nasty. Again, just plain wins games.
Tangle Wire – Staple in any aggressive deck.
Artifact destruction creatures (Manic Vandal, Torch Fiend, Reckless Reveler) – The only artifact destruction spells I’m playing are in the form of creatures. I believe this is the correct approach. Creatures are never dead and they provide 2 damage with purphoros. In contrast, Instants and Sorceries can be dead cards and will never provide extra damage. I may be strict in this reasoning but I stand by it. They offer just a bit of added disruption. Yes there are only three of them, I know it’s random, but again I think it’s correct.
The 5 Drops – A 5 drop in this deck has to be epic. Say hello to the 5 drop crew.
Siege-Gang Commander – Probably the most obvious synergy with Purphoros. 4 permanents on the board and 8 to the dome, all for 5 mana. Not too shabby.
Arc-Slogger – Already mentioned in the “Reach” portion. He’s really powerful.
Thundermaw Hellkite – This guy is awesome! Important creature in the Griselbrand matchup as well – lets you swing through since 7/7 is basically impossible to kill.
Sarkhan, the Dragonspeaker – Versatility in a color really lacking it. Removal AND/OR a 4/4 flying haste indestructible. 2 Devotion as well. Great card for this deck.
Misc. Unique Stuff
Equipment – Just Umezawa’s Jitte, Bonesplitter, and Skullclamp. Jitte is obviously insane and wins games against aggro decks and Animar combo all by itself. Bonesplitter is really efficient at providing extra damage or making our guys large enough to shoot down big creatures. Skullclamp is the only draw spell in the deck and of course it is as broken as ever. No swords, though. I believe the swords are too slow for the value they provide. They just don’t fit this deck.
Kher Keep – Shock on a land? Auto include.
Hammer of Purphoros – A recent addition. Originally I felt this card was too “do nothing” for 3 mana. While I haven’t had much time to test it, I think it may prove worthy. Hammer adds to devotion and provides enough extra value and long game advantage that it should be serviceable. We will see.
The Rest
Pretty much everything else in the deck is just aggressive mono red stuff. All the good 1 and 2 drops, Koth, the 4 cmc creature trio (Hellrider/Hero of Oxid Ridge/FTK), all the most efficient burn that can hit creatures as well as players (important, imo!), etc. All conventional stuff. Oh and 39+ lands. Without card draw, it is imperative to hit every land drop at least to four and really 5+. I would not go lower than 39.
The burn spells are focused primarily on being extremely efficient for their mana cost. This should explain my choices. Magma Jet doesn't exactly fit this description but I like the scry and I think it's worth the 2 mana.
Notable Exclusions
Norin the Wary – Never attacks, does not provide devotion, and only useful with Purphoros on the board. No thanks.
Emrakul's Hatcher – Tested for a while. Similar to Siege-Gang Commander but the power level is much lower. The 5 drop slot must be kept lean and he doesn’t cut it.
Hearth Kami – Tested and didn’t like it. Weak body and the ability is too mana intensive. I would rather run Shattering Spree over him.
Artifact Ramp – Ruby Medallion, mana rocks, and even Gauntlet of Might are maybe for another build but not for mine. I want creatures and devotion.
Genesis Chamber – I have seen this card in a few builds on Cockatrice. I love the idea, but it’s symmetrical, isn’t a creature, and doesn’t provide devotion.
Valakut, the Molten Pinnacle – I tried this card but it’s just no good. Very rarely do we ever get to 5+ mountains. Plus, it enters tapped and that sucks for an aggressive strategy like ours.
Grim Lavamancer – Not enough fetch lands to support this guy and he is only a 1/1. Not a combat creature, no thanks.
Imperial Recruiter – Makes sense to grab Grinning Ignus, but other than that, he is way too slow for an aggressive strategy.
Goblins! – A goblin build would probably do well, but isn’t Krenko a better general for that approach? I would think so.
Matchups
Here are my current matchup impressions:
vs. Zur the Enchanter - probably 30/70, not good.
vs. Derevi, Empyrial Tactician - so far 7-1, so very good.
vs. Jenara, Asura of War - about 50/50 - similar to Derevi, but the problem comes when Jenara gets very large and we can't block or kill her and get out-raced.
vs. Griselbrand - only played a few games, but bad (not really surprising)
vs. Maelstrom Wanderer - ~50/50, or possibly a little less
vs. Rhys the Redeemed (combo) - not great, we don't run many pyroclasms, although I am running violent eruption now which should help
vs. Animar, Soul of Elements (combo) - Positive! I'd say 60/40 so far? Maybe slightly better? Feels like a good matchup since we have burn to slow him down and can apply a good clock to finish the game
vs. Sigarda, Host of Herons - 2-0, just one match, seems pretty good though. Unlike Rhys, this one is not combo oriented so it's more favorable.
vs. Oloro, Ageless Ascetic - BAD. Blood moon or you lose. This guy is unfair for aggro.
vs. Prossh - difficult, again. A combo deck that monored has few ways of interacting with. Not sure on the % but it is typically a race. Or a blood moon/ruination win.
Changelog
10-15-2013 Initial post.
10-16-2013 -Dragonmaster Outcast, +Zo-Zu the Punisher. Dragonmaster was by far the weakest creature and I think Zo-Zu is going to be great in here. Adds 2 devotion and brings extra damage. I also added 4 creatures that were missing from the Decklist here - oops, was a late night when I was putting this thing together.
10-19-2013 Changed the burn spell package a bit: -Dead // Gone, -Arc Trail, +Violent Eruption, +Incinerate. Also testing Ydwen Efreet in place of Zo-Zu the Punisher. Liking it so far.
10-27-2013 Cut one mountain, down to 39 lands. I was flooding a bit too much. With a proper mulligan, mana short is not a problem. But I hope 39 will *slightly* reduce my flood. This also opens up a "testing slot" for the deck. First in line: Chandra, Pyromaster. The next card to be tested is Imperial Recruiter. Ydwen Efreet has earned his spot in the deck. I really like the Efreet - only positives here. Sudden Demise has earned a permanent spot as well. It's a very powerful card. So overall, the changes are:
-Mountain, -Mindsparker, -Zo-Zu the Punisher, +Sudden Demise, +Ydwen Efreet, +Chandra, Pyromaster
11-20-2013 -Chandra, Pyromaster, +Tempt with Vengeance
1-28-2014 - Zur is gone, hooray! Time to clean up some of the 4 dmg burn spells. -Violent Eruption -Parch -Mizzium Mortars +Lightning Strike +Searing Spear +Sulfur Elemental (testing slot, wanted another creature)
Also, cut all the fetch lands and added basic mountains. The only card in the deck that benefits from the fetch lands is Barbarian Ring. Without card draw, fetches are a liability (stifle, mindcensor, etc.) - you CANNOT hiccup on land drops.
2-5-2014 - Testing Spellshock. I never heard of this card before but I think it's going to be a keeper. Provides devotion and it can deal a LOT of damage.
2-5-2014 - BNG gave the deck another Torch Fiend, in the form of Reckless Reveler. Also, Spellshock is awesome, permanent addition. I cut Tempt with Vengeance - I believe it was the weakest of the "5 drop" spells. I think it's good, just unnecessary and I wanted to lower the curve. I did not like Sulfur Elemental, so he's gone. Also, cut one of the burn spells (Lightning Strike) to make room. Testing Acidic Soil (testing slot).
4-9-2014 New card spoiled, and it is awesome - Eidolon of the Great Revel. This guy is an auto include. Happy to get him! I am now testing Arc Lightning (instead of Acidic Soil, which I didn't like). The burn package is something that can be tuned based on the expected meta. I have also removed REB and Pyroblast. There are a lot of non-blue decks running around. Dead cards are not good. Made some other various changes - check list up top!
7-6-2014
M15 changes:
+Borderland Marauder (auto-include, basically a 2nd Gore-House Chainwalker)
+Goblin Rabblemaster (sort of testing this guy but I think he'll be good. Bonus is you get the ETB 2 dmg from the first goblin if you cast Purphoros main phase turn 4 (turn after casting this guy), then attack. Seems solid to get damage in.)
-Mindsparker (Rabblemaster took his spot for now. I'm not huge on Mindsparker but it's serviceable)
-Reckless Waif (I think it's time to say goodbye to the waif. a turn 1 3/2 is great, but EVERY deck is doing stuff turn 1 and he almost never flips in my recent games. So, vanilla 1/1 for 1? You're outta there!)
7-6-2014
Oloro is now banned as a commander. This is excellent news as Oloro was probably the most difficult matchup due to the life gain.
Anyway, with the prevalence of Marath, and also the possibility of Yisan coming on strong, and with Oloro banned, it makes sense to run more removal or at least more ways of killing creatures with 3 toughness. So, with that in mind, I have made the following tweak:
+Jaya Ballard, Task Mage - Primary reason here is that she turns every card in my deck into incinerate. Can also kill blue stuff which is never bad. Testing to see how she goes... (oh and 2 devotion is nice too).
-Goblin Rabblemaster (I didn't give it much time but honestly, I just don't think I need this guy. I have enough "dudes" that attack. It just doesn't strike me as "amazing" in any particular matchup. And frankly, against another aggro or midrange deck, it feels like a liability since goblins MUST attack. I'm sad because he looks good on paper but... it's just not giving me much edge IMO.)
Mizzium mortars may come back in as well if I feel I need it. I think it may because lately I feel like I just need more removal. Maybe even rolling earthquake... even though it could wipe out my team, it's extremely powerful and would help shore up difficult matchups. We will see...
8-31-2014
+Martyr of Ashes
+Sarkhan, the Dragonspeaker
-Simian Spirit Guide
-Stormbreath Dragon
I think Sarkhan is strictly better than Stormbreath Dragon. He doesn't deal 2 dmg upon ETB with purphoros, but Sarkhan's other abilities more than make up for it. Testing should go well. Also, Martyr of Ashes seems like a great addition so far. I am tempted to run cards like Rolling Earthquake but always hesitate because they also suicide my team. Martyr is at least a creature by himself, so we will see how it goes. Simian Spirit Guide is just a plain 2/2 and the mana boost is rarely that helpful. I think the games he helps me, i'd have won anyway. Cut him... I don't think we need the random extra mana at the cost of a card in hand.
9-21-2014
Khans of Tarkir gave me Sarkhan... but it also gave Jeering Instigator. I think this card offers a potentially game-changing effect for mid to late game. At the worst, it's a 2 power creature for 2 (during early game, or depending on the matchup). In exchange, cutting Jaya Ballard. I really wanted Jaya to be good but I fear her abilities are too slow and she is also not good enough for combat.
-Jaya Ballard, Task Mage
+Jeering Instigator
9-27-2014
-Martyr of Ashes
+Pyrostatic Pillar
Early pillar, if unanswered, will simply win many games. I should have been playing it all along I believe. Yes it's sort of dead late, but can still help as long as the board is deadlocked. Early on, and against combo decks and control decks, it's GG. Martyr does OK but I just want more damage firepower in the deck...
10-26-2014
+Goblin Rabblemaster
+Rolling Earthquake
-Flamekin Harbinger
-Ingot Chewer
Cutting the harbinger package for more powerful cards. I think this is correct. People have been on me for a while to give Rabblemaster another shot, so here we go. Rolling earthquake is suicidal for my own creatures, yes, but it is insanely powerful and can reset a losing board position. Along with Sudden Demise, provides another answer to hexproof as well.
1-11-2015
+Mardu Scout
-Jeering Instigator
Fate Reforged brings us a new auto-include: Mardu Scout. Excellent aggressive RR creature, with a nice ability too. I cut Jeering Instigator to make room. Instigator was just in testing anyway, and his ability is too mana intensive and as a vanilla 2/1 it's just not good enough.
Another potential addition from Fate Reforged is Flamewake Phoenix. I am thinking about how to work him in...
4-8-2015
+Dragon Whisperer
+Zurgo Bellstriker
+Winter Orb
-Flame Javelin
-Lightning Mauler
-Manic Vandal
Acknowledgements
Evergreen. Much of my design philosophy and some card selection in this deck came from Evergreen. His long term experiment with Radha provided me with a lot of ideas. Observing his games, I was able to see just how good an aggro deck can be when it is built properly and focused on getting to 30 damage. Plus, he is the most humble and yet one of the most knowledgeable players in the community (I know he’ll disagree with this, but it would only further prove that he is humble). Oh, and one hyphenated word: Arc-Slogger.
Pacifist. After working together intently on our Artifact Nin deck, only to have it crushed by the banning of Winter Orb, I was glad that Pacifist was able to help me out with Purphoros thanks to his experience with mono red aggro in German Highlander. And for insisting that Shrine of Burning Rage was pretty good in mono red. Thank you, Sir Pacifist.
Rest of the Cockatrice community (especially the Kool Kids Klub, thank you perfekt). Great bunch of people playing on Cockatrice. Competitive decks, good manners, and great testing. I like to think we are innovating and evolving the format together. Plus, good times and good laughs always. Cheers you guys.
All heil the red God!!!
That's right! Not lower-case "g!!!!"
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
This red guy is creature happy so I hope it fares well.
"Blood Moon and Magus of the Moon – These. Cards. Win. Games."
Agreed, Blood moon especially.
May even try him out too if he does well, gl!
i like its art better than Erebos' too
keep us updated on its performance, maybe better than Krenko?
The card advantage of the latest Chandra might be good, has it been tested?
Have you considered War Elemental instead of maybe Mindsparker?
No Goblin Assault?
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Thank you for the suggestions.
I don't like mox in this deck. There is no way to offset the card disadvantage. I rather have a slower, methodical approach than all-in card disadvantage.
For the same reason, I don't like the unearth creatures. They just aren't robust. I want board position and more quality guys, as TGS correctly described :).
Zozu sounds like a great idea. I'll test him out.
I don't see how Chandra would be that useful here. Seems rather slow - i'd rather cast a creature or cast Puphoros. Maybe i'm wrong?
I tried some of these ball lightning cards and did not like them. I prefer slower, more robust starts.
As for Chandra, again, I don't see it. 4 CMC is a really competitive spot. Is she better than the general, koth, hellrider, hero of oxid ridge? Maybe? I never tested it though, admittedly. So I could be missing out. I like the abilities for sure, it's just a tight squeeze at 4.
Yes the moons are great, catch your opponent tapped out and it can be game over.
Thank you!
6 lands? Make 2, flashback for 6, ping for 16, swing for 14+. It's potent for sure.
Ib Halfheart
Extra reach. Turning 6 mountains into 6 1/1's, 12 damage, and an active Purphorus is decidedly not bad. It's a good finisher.
Do tokens give devotion? I didn't think they had mana symbols.
Very cool deck!
No they don't give devotion since they cost nothing. Very fine deck. I remember playing you when Puphoros first came out and the deck seemed a bit slow. Holy moly it was fast yesterday. Thanks for the games.
Sexy Sig by mchief111 @ Rising Studios
EDH
G Isao
Hound of Griselbrand, Clickslither and Ydwen efreet come to mind as good devotion sources.
I still really like Firecat Blitz even if it doesn't devote. It's just hard to say now to an effect that can hit for so much.
I also like Firecat Blitz as a finisher and because it is two spells in one. I will probably try it out to see how I like it.
I like Hound, but again I don't think it's worth 4 cmc. Clickslither, same thing. Ydwen Efreet I have never heard of but I like that guy! 3/6 for 3??? and 3 devotion? Thank you for this suggestion, I'm going to try him.
And thanks mike and Bbearz. GGs to you too.
Also - the "decklist" in the original post was missing some creatures. The current list is correct. I have added Zo-Zu in place of Dragonmaster Outcast.
Virtus: I'm a little wary of War Elemental but it might be good. Goblin Assault appears attractive, but I have yet to play it.
BRGW Saskia the Unyielding BRGW
GUWB Thrasios, Triton Hero // Tymna the Weaver GUWB
B Braids, Cabal Minion B
G Titania, Protector of Argoth G
R Zurgo Bellstriker R
Founding Father of [Team Stepfathers]: We beat you and you hate us
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Come into play and take 6 or come into play take 2 and have a 4/3 for one. I would take this out for Reckless Waif because if it flips it provides no devotion.
Some other suggestions:
Mogg War Marshal-
When Purphoros is out he comes in and deals 4 damage and then if you let him die it provides another 2. Otherwise you get some good blockers without your general out.
Beetleback Chief-
Similar to Siege Gang Commander. Just value. With general out it's 6 damage and 3 bodies for 4.
Hellspark Elemental-
Good aggressive creature that gets two activations and 4 damage with Purphoros out.
Goblin Marshal-
Yes is a high point in the curve, but at 6 comes in and deals 6 damage and next turn deals 4 more with the General out.
I just feel the deck doesn't have enough synergy with Purphoros. It just seems like an aggro red list. I feel it needs to be more combo and bang for the buck.
Against typical blue control i'm pretty satisfied with my results. Except for Zur, I think at least 50/50 which is great. Against other control like Griselbrand , I've done poorly but this is expected.
Why do you feel that way? Would a more synergy/combo approach improve some important matchups? Personally, I feel like a red aggro strategy with just a little bit of synergy is going to be more effective against the competitive decks in duel commander. I don't think unearth cards are good enough. Same with Vexing Devil... not with 30 life.
Mogg War Marshall is probably the card you will be most surprised to not see in my list. I don't believe it is good enough in combat to play. If the echo isn't paid, you get a 1/1 that can attack on turn 3, and another 1/1 that can't attack until turn 4. It's too slow. With Purph out, sure, he's 6 damage. But 2 drops need to be dealing damage early game so we can finish later with Purph.
Sulfur elemental is interesting. May be better than Mindsparker. I will test it in this slot for a while to see if I like it.
I'm just still not feeling Chandra. Can't block is good, for sure, but she's 4 mana... that is a hotly contested slot in this deck. I just don't think i'll ever get enough damage out of her for 4 mana.
Commander 2013 provides 2 new potential additions: Sudden Demise (the XR one-color earthquake) and Tempt with Vengeance (XR put X 1/1 tokens with haste out).
Sudden demise is a nice way to remove hexproof guys and can really wreck decks like Rhys and Ezuri which I was having trouble with. It can also kill Zur for 5 mana so it's not exactly dead in any matchup. I am testing it now.
Tempt with vengeance looks like a good follow-up to Purph but at 5 mana it's still nothing compared to Siege-Gang Commander or Thundermaw Hellkite... probably too 'cute' but may test it to be sure.
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She's a red card that draws you cards. Thats all you need to know imo. She's not JtMS but she's probably still one of the best planeswalkers WotC has printed and the only worthwhile red one for most decks (although I imagine Koth is just fine in this deck).
Also, this deck is pretty good. I remember when you first started playing with it, you didn't think it would compete. Looks ok now... Could have also swore I seen a recruiter drop the other night ??? no ?
Fanatic is possibly good, though I wish it was like 2 dmg per devotion. At only one, not sure it's going to do enough damage. As a topdeck with no board it's only 1 dmg! It's cool though, for sure.
Prossh is a difficult matchup (especially if it's a tuned, fast build). Monored is going to be weak to combo in general. I believe my build offers the best shot against combo, though, because it is fast and aggressive. I've won against Prossh due to my speed or a timely Blood Moon, but most of the time Prossh is just faster. Also - the reason I didn't post this is because I just forgot! There are a lot of decks to remember.
Fair enough. I am testing her now. So far she's good, I admit. Is she a keeper though? Not sure yet. Will continue to test.
I mentioned this card in a previous post. It's a possibility, for sure. I do like how it scales. Is it better than Firecat Blitz? Which should we run? I will probably test one to find out.
Memory Jar's effect is great as you say but I think it's too costly. I don't think it's good enough for 1v1 duel commander.
Thank you! Yes it's doing better now. Typical monored weaknesses holding it back, though. No recruiter yet. I do plan to test him eventually. Just hate to pay 3 mana for a 1/1.
-Why the fetchlands? Grim Lavamancer didnt make your cut, and you dont have the need to shuffle your deck a lot.
-UW is dominant, how do you address these archetypes?
-There are a few cards that I play which I believe work well:
Basilisk Collar equipped on pingers and first strikers to kill off fatties like Iona should opponents cheat 'em into play. Also kinda helps race against aggro, with Jitte.
Rakka Mar I took out hero for her.
-Goblin Bombardment and Goblin Assault. GA is our red bitterblossom IMO and GB adds value to our creatures that die over boardwipes and even spot removal.
Honestly, the biggest issue I have is finding a spot in my 99. Really driving me nuts, man. LOL.
BThe Epic WinB
(Balustrade Spy Combo)
EDH:
RRPurphoros, God of the ForgeRR
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Thank you man! Fetchlands - thin the deck, also help with threshold for barbarian ring (although I *rarely* ever get to use the ring). They are not super important, but I think you might as well run them to thin the deck out. Alternatively, if you're worried about stifle, it may be ok to cut them. Haven't really thought much about it so good point.
Basilisk Collar is interesting against other aggro and midrange for sure. These decks give me problems. What pingers do you run?
Rakka Mar is cool. Do you consider it a 5 drop? I like the idea and will think about it.
I don't know about either Goblin Bombardment or Goblin Assault. I like GB a lot better obviously. I suppose I should be testing it. What is your experience with it? It feels awfully slow against combo decks... that would be my biggest gripe.
With GA, i'm not sure it's worth 2 mana (and turn 2 drop, especially) to be able to deal them a few extra damage in response to a wrath. Though maybe there is something there... (edit: specifically as a pinger for spot removal... I can see this being useful especially in some difficult matchups. Is there something better though? For reusable spot removal?)