Yeah, there are quite a couple cards I personally dislike in those decks too, but at least it's proving that Kari Zev can lead a deck to top 8.
Also, I would like to discuss a card that once was in your list (I think?) but that is now no longer in it: Sin Prodder
We all know that the big weakness of mono-red is drawing cards, and especially with this deck, after 4-5 turns, I often find myself with empty hands, and if my opponent has been able to stabilize and I have not won yet, I am in big trouble because I no longer have gas, since I can't draw enough cards. That is why I try to get as many card draw or similar effects as possible while still focusing on the gameplan.
Sin Prodder being at a CMC of 3 does not interfere with our commander. It has menace, so on the following turns, it can attack and get through. But the most interesting thing is the simili-draw effect, combined with some other cards in the deck, in order to try and make the decision of the opponent a win-win for us, no matter where the card ends. If it ends in the yard, they take some damage. If they give us the card, we just drew an additional card, so we get more gas. If it is a land, since we have access to at least 3 lands already, we don't care that much, as the CMC of the deck is so low. So as is, without talking synergy, the card already generates value in the long run WHILE following our gameplan to damage our opponent.
Also, the card often requires to be answered, as it will generate value for us. So, at the very least, this gets rid of an interaction piece.
Once Sin Prodder is on the battlefield, it has some crazy synergy with many other cards, and it also gives us fuel:
* Grim Lavamancer would be happy no matter what if the card you reveal was to be put in the graveyard.
* Reckless Charge is a card that you are currently playing, and it has flashback. Even if it ends up in the yard, you get to deal one damage and to play it later.
* Earthshaker Khenra has embalm AND haste, so no matter where it ends (hands or yard), you get to deal at least two damage before being able to get it back for the embalm cost as a 4/4.
* Hellspark Elemental can be unearthed. Sure, you get one less damage in if they decide to put it in the yard, but you will then be able to unearth it and get some more damage in, for a maximum of 5.
* Browbeat becomes really hard for the opponent to decide what to do with. It would become either a free Lightning Bolt, or they will have to take 5 damage, or we will draw 3 cards. I think it would more often either be the free bolt or the draw 3, and both are really good for us.
* Risk Factor is even more amazing than Browbeat, since you would be able to cast it again from the graveyard! So either they take 3 and you draw 3 or they take 7 for 3 mana or you draw 6 cards. No matter what, that interaction is really crazy. I would play both Browbeat and this in the deck, not one over the other.
* Flame Javelin is nice too, since they either take 6 to the face or give it to you, so you will almost always end up having it in your hands, effectively drawing 2 cards.
* Insult//Injury will still let you cast Injury for the aftermath cost after a free bolt.
Those are only interactions with cards that are already in the deck, and that is without counting the fact that every 3 drop card in the deck can be turned into a free Lightning Bolt if they decided not to let us draw it. There are even more cards that you are not playing that could be good with it.
No. Just no. Sin Prodder is not the hero you believe it to be, nor can it even stand up to try and become the hero it wants to be. At three, I want it to do something right now. Is this better than Ball Lightning? God no. Is this better than Hell's Thunder? Hell no. And it's certainly not better than Heelcutter (don't kid yourself, this thing is always a three). No, this thing at three just sits here and prays you maybe draw an extra card or ping an opponent on the next turn. That's very low impact.
There are many three drops I often think about playing. Sin Prodder, all it took was the one game...and he's not on the list.
Sin Prodder is really hurt by having the damage based on cmc. In red aggro decks the damage is going to be about 1.2-1.5 a turn on average. Combined with the mediocre body, no deck is really looking to play it.
Is that it or could any other card help to draw more?
I think you're focusing on the wrong thing. Rather than lose tempo by trying to refill, focus instead on maximizing damage/card rate instead. Seeing fewer cards/game on average means we need to make each one count. That's why I took such a route to get all the 4 pt burn that goes to the face.
Some people like bomat courier. I don't.1/1s for 1, even with haste, are just not good enough. Why would I play that when i can buy a Swiftspear for the same cost? I have two guys that can give haste to anything I play for 1, vs a single 1/1 haste for 1. See the disconnect?
I put him in all my aggressive red decks. Most of the time it is not relevant, that he can only attack every other turn.
I've got a sweet extended art of this guy coming too. I don't think I can cut my other fours, but I do believe this is stronger than Rampaging Ferocidon at the very least. Once they all arrive, I'll take some clips for this thread. Everything is foiled where possible, and altered where it isn't, except Confluence, which I'm holding out for a sweet sweet judge print.
I mentioned it in the DC discord chat, but I've been thinking a lot about the tempo aspects of Boom, especially in conjunction with wasteland & rishadan port. While I'm completely eschewing Bust here, it's a pretty strong capstone should you reach 6cmc and haven't closed a game out yet. I don't know where I'd be cutting though, since Boom doesn't actually deal damage which makes it a tough sell. Maybe Insult // Injury? That's the most awkward of the spells, though Insult is particularly saucy.
Also, I would like to discuss a card that once was in your list (I think?) but that is now no longer in it: Sin Prodder
We all know that the big weakness of mono-red is drawing cards, and especially with this deck, after 4-5 turns, I often find myself with empty hands, and if my opponent has been able to stabilize and I have not won yet, I am in big trouble because I no longer have gas, since I can't draw enough cards. That is why I try to get as many card draw or similar effects as possible while still focusing on the gameplan.
Sin Prodder being at a CMC of 3 does not interfere with our commander. It has menace, so on the following turns, it can attack and get through. But the most interesting thing is the simili-draw effect, combined with some other cards in the deck, in order to try and make the decision of the opponent a win-win for us, no matter where the card ends. If it ends in the yard, they take some damage. If they give us the card, we just drew an additional card, so we get more gas. If it is a land, since we have access to at least 3 lands already, we don't care that much, as the CMC of the deck is so low. So as is, without talking synergy, the card already generates value in the long run WHILE following our gameplan to damage our opponent.
Also, the card often requires to be answered, as it will generate value for us. So, at the very least, this gets rid of an interaction piece.
Once Sin Prodder is on the battlefield, it has some crazy synergy with many other cards, and it also gives us fuel:
* Grim Lavamancer would be happy no matter what if the card you reveal was to be put in the graveyard.
* Reckless Charge is a card that you are currently playing, and it has flashback. Even if it ends up in the yard, you get to deal one damage and to play it later.
* Earthshaker Khenra has embalm AND haste, so no matter where it ends (hands or yard), you get to deal at least two damage before being able to get it back for the embalm cost as a 4/4.
* Hellspark Elemental can be unearthed. Sure, you get one less damage in if they decide to put it in the yard, but you will then be able to unearth it and get some more damage in, for a maximum of 5.
* Browbeat becomes really hard for the opponent to decide what to do with. It would become either a free Lightning Bolt, or they will have to take 5 damage, or we will draw 3 cards. I think it would more often either be the free bolt or the draw 3, and both are really good for us.
* Risk Factor is even more amazing than Browbeat, since you would be able to cast it again from the graveyard! So either they take 3 and you draw 3 or they take 7 for 3 mana or you draw 6 cards. No matter what, that interaction is really crazy. I would play both Browbeat and this in the deck, not one over the other.
* Flame Javelin is nice too, since they either take 6 to the face or give it to you, so you will almost always end up having it in your hands, effectively drawing 2 cards.
* Hell's Thunder has unearth, see Hellspark Elemental.
* Insult//Injury will still let you cast Injury for the aftermath cost after a free bolt.
Those are only interactions with cards that are already in the deck, and that is without counting the fact that every 3 drop card in the deck can be turned into a free Lightning Bolt if they decided not to let us draw it. There are even more cards that you are not playing that could be good with it.
What do you think 3drinks?
There are many three drops I often think about playing. Sin Prodder, all it took was the one game...and he's not on the list.
Steel Sabotage'ng Orbs of Mellowness since 2011.
So, what can I do if I want this deck to "draw" more cards? I mean, I am already running Browbeat, Risk Factor, Skullclamp, Bomat Courier and Smuggler's Copter.
Is that it or could any other card help to draw more?
I think you're focusing on the wrong thing. Rather than lose tempo by trying to refill, focus instead on maximizing damage/card rate instead. Seeing fewer cards/game on average means we need to make each one count. That's why I took such a route to get all the 4 pt burn that goes to the face.
Some people like bomat courier. I don't.1/1s for 1, even with haste, are just not good enough. Why would I play that when i can buy a Swiftspear for the same cost? I have two guys that can give haste to anything I play for 1, vs a single 1/1 haste for 1. See the disconnect?
Steel Sabotage'ng Orbs of Mellowness since 2011.
Steel Sabotage'ng Orbs of Mellowness since 2011.
I think we've got a keeper, personally.
Steel Sabotage'ng Orbs of Mellowness since 2011.
I've got a sweet extended art of this guy coming too. I don't think I can cut my other fours, but I do believe this is stronger than Rampaging Ferocidon at the very least. Once they all arrive, I'll take some clips for this thread. Everything is foiled where possible, and altered where it isn't, except Confluence, which I'm holding out for a sweet sweet judge print.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Steel Sabotage'ng Orbs of Mellowness since 2011.
From Kari Zev, Skyship Raider to 2x NXT Woman's Champion "Kairi Sane, Pirate Princess".
Steel Sabotage'ng Orbs of Mellowness since 2011.
Seems pretty self-explanatory.
Steel Sabotage'ng Orbs of Mellowness since 2011.
More threshold fodder, Lavamancer fuel. Easy include. Will easily be the cheapest foil fetch I have to acquire
Steel Sabotage'ng Orbs of Mellowness since 2011.
Noice.
Steel Sabotage'ng Orbs of Mellowness since 2011.