The only card that really needs explanation is the 1-of Demonfire. It's something I'm just kind of trying out. It's a nice way to push through those last few points of damage as uncounterable and unpreventable. It can also be used on a pesky recurring creature or a creature with a "is put into a graveyard" effect. It's a one-of, so it shouldn't clog up my hand too badly.
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Currently playing:
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
I have been thinking about RDW in modern a lot. I think a version that ran Sacred Foundry for Lightning Helix would be beneficial in that we gain another very solid burn card, and we are open to white in the sideboard, such as disenchant or maybe even something cooler(which I'm not sure of yet).
I also think all versions should be running 8 fetches + 12 mountains, along with 4 Magma Jet. Magma Jet can make a huge difference both late and early game. It says no to excess lands, and ensures that you will have burn/dudes coming. I'll post my list after I do some more testing!
Could it be worth it to splash black for Dark Confidant and Blightning? There's plenty of mana fixing to support a second colour without compromising our ability to get RR, and bonus that you get some hand disruption in the sideboard for all those combo matchups.
Could it be worth it to splash black for Dark Confidant and Blightning? There's plenty of mana fixing to support a second colour without compromising our ability to get RR, and bonus that you get some hand disruption in the sideboard for all those combo matchups.
Blightning is a little too slow, but Bob would be worth it. I could see Red Death working in this format...
I was just scanning through my cards thinking of ideas, and i came across Zo-Zo the Punisher . Does anyone else think he might make a pretty good SB card? Hes up there at 3 mana for a 2/2. But, i've noticed alot of decks with things like second sunrise, scapeshift, and other stuff. This can be an answer thats too slow, what do you guys think?
The only card that really needs explanation is the 1-of Demonfire. It's something I'm just kind of trying out. It's a nice way to push through those last few points of damage as uncounterable and unpreventable. It can also be used on a pesky recurring creature or a creature with a "is put into a graveyard" effect. It's a one-of, so it shouldn't clog up my hand too badly.
I like Banefire for those last few points of uncouterable goodness to the face.
I've been running Char instead of Rift Bolt, like the one more damage it offers at EOT rather than the "free"-ness of Rift a turn late. And why no more love for Everlasting Torment? Again, it's not "free," but it (optimally) hits the same turn as Lasher and a turn earlier (and cheaper) than Leyline. It's no Sulfuric Vortex, which I wish to ALL of the deities was legal in this format, but I think it's still nice.
I like Banefire for those last few points of uncouterable goodness to the face.
I've been running Char instead of Rift Bolt, like the one more damage it offers at EOT rather than the "free"-ness of Rift a turn late. And why no more love for Everlasting Torment? Again, it's not "free," but it (optimally) hits the same turn as Lasher and a turn earlier (and cheaper) than Leyline. It's no Sulfuric Vortex, which I wish to ALL of the deities was legal in this format, but I think it's still nice.
Flame Javelin is strictly better than Char in mono red unless you run a lot of colorless lands, so don't run Char unless you're already running 4 Javelins. I like having that extra point of damage too, but Javelin doesn't do 2 to you like Char does. Everlasting Torment is worthy choice for the sideboard, but I still prefer Leyline. It's a personal choice, but I prefer Leyline. Stigma Lasher is generally the worst and most unreliable of the three, I think.
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If you splash Black you essentially get access to another bolt in the form of Bump in the Night. Also has flashback which isn't amazing but worth noting.
I personally think Blightning and Bob would be great. By turn 3 that Blightning should considerably destroy whatever hand they have.
Would it be possible to run a completely creatureless version?
That would essentially nullify any and all removal spells your opponent is holding. I'm thinking it is probably not viable, but would be great in a format where everyone is running multiple instant-speed removal spells.
Reading through this thread I have noticed mentions of Leyline of Sanctity and how to deal with it, but have yet to see anyone mention Krosan Grip It is probably the best answer to it since it is split second.
Edit: Obviously this would only be if you are running either a RG dual or Grove of the Burnwillows
I dont see leyline of sanctity beeing a problem if you have keldon marauders, goblin guide and figure of destiny. The only thing you have to do is burn everything that can get into their way.
Giving the circumstances of recent bannings, I think the best option is Mono Red. Combo has been slowed down, just like zoo without zenith. The only thing you want to do is burn and hit with your cute friendly boys. Bob is a great card, sure, but i dont want to miss 3-6 damage in turn 2 for a card in turn 3. About the green splash, i would never use it for grove, tarmogoyf could do much more damage...
I think Leyline is just a boogeyman. I haven't run into it on MTGO ONCE. I think it's because of the lack of a true dominant control deck in Modern.
IMO, our SB slots are better spent fighting Zoo (Slagstorm, Molten Rain, Flame Slash??) and combo (burn, burn and more burn to race them).
When a real control deck rises, then we can worry about Leyline.
The above build has a slower game-plan than usual red decks, and plays more like a grow/sligh deck. The weakness is of course being mono red, and lack cards that disrupts opposing strategies. With the exception of killing opposing creatures. The deck prioritizes its burn towards clearing blockers for its attackers first.
Fetch land / Teetering Peaks / Geopede / Seering Blaze
Obvious interactions between these cards. Peaks + Geopede = pain
Fiend + Staggershock / any other instant or sorcery
Staggershock although low on damage, gives Fiend a boost two turns in a row. Its also a free boost the 2nd turn so that you got possibilities for pumping him further. Blockers being cleared away on the 2nd wave is very likely.
Shrine + any other instant or sorcery
Although slow, and pretty mana demanding compared to other burn, its a late-game plan B finisher. Its colorless, and it has good synergy with the deck composition evolving around playing instants and sorceries. 4 copies might be 1 too many.
Fling, Assault Strobe and Soul's Fire has been considered, but left outside for now. Can be awesome and risk but all have its pro's and con's. Strobe is pretty cheap, too bad its a sorcery and not instant, or at least can-trip to make it worth the risk.
I just have to say that I think that Kargan Dragonlord beats Figure of Destiny. Though I'd like to ask: Can Figure of Destiny use it's ability to in response to say a burn spell?
For example, if I drop Figure of Destiny on turn X and I have 7 mana that turn to use. If someone decides to Lightning Bolt my Figure of Destiny, can I make it an 8/8 avatar with flying, and first strike in response to keep it alive?
I just have to say that I think that Kargan Dragonlord beats Figure of Destiny. Though I'd like to ask: Can Figure of Destiny use it's ability to in response to say a burn spell?
For example, if I drop Figure of Destiny on turn X and I have 7 mana that turn to use. If someone decides to Lightning Bolt my Figure of Destiny, can I make it an 8/8 avatar with flying, and first strike in response to keep it alive?
It's not a level up mechanic and does not say "Use this ability when you could cast a sorcery", so you can use it any time, aka at the end of their turn, block then buff before combat damage, etc
But don't forget you can't just go from the 1/1 to the 8/8, gotta go to 2/2 then 4/4 then 8/8.
Yea, I can see how Figure of Destiny might have an edge over Kargan Dragonlord, but even with the ability being usable at a moments notice, I'd still prefer the 8/8 trample, flying, with firebreathing. Kiln Fiend's a bit slow in this type of deck imo. No trample or double strike etc. so I'd rather use cards like Hell's Thunder, Hellspark Elemental, and the such.
Maybe you are basing that dragonlord>FoD too much in theorics. Test them. FoD is a 1 drop, so it can attack as a 2/2 turn 2 for the same mana you are playing the dragon turn 2. Turn 3 your FoD could be attacking for 4 (with first strike) while you could only have a 2/2 with 3 lvl counters. On the next turn, if you played another land, there is something just wrong cause you should handle with 3 lands reeeeeeeeeeally well with RDW and in that case you have to spend another mana to make your 4/4, taking you away the possibility to play bolt+incinerate or javelin (add here any stupid burn combination of damage for 3 mana).
You will never want to play a dragonlord in place of FoD. It's just hundred times faster and better. Plus both have a "PLEASE KILL ME" sign in their head, in that case I prefer to put that presure with 1 mana instead with 2 in this kind of deck.
Yea, but Figure of Destiny doesn't get any sort of evasion until you pay 6 mana. And you don't get first strike until you pay 6 mana as well. I've bested both and while I may have to invest 1 or 2 mana more with Kargan Dragonlord, 8/8 flying, trample, and firebreathing is devastating. With a RDW, I'd be much more concerned about getting the damage past blockers than I am with first strike.
Currently trying to discover the quickest way to get the opponent from 20 to 0.
I don't think they're appropriate in the main. In the sideboard, definitely, but not in the main.
Here's my current list, by the way. I may be playing a tournament on Monday night with this, if I do then I'll post results.
11 Mountain
4 Arid Mesa
4 Scalding Tarn
2 Teetering Peaks
Creatures: 20
4 Goblin Guide
4 Grim Lavamancer
4 Kargan Dragonlord
4 Keldon Marauders
4 Hell’s Thunder
4 Lightning Bolt
4 Needle Drop
4 Incinerate
3 Rift Bolt
3 Flame Javelin
1 Demonfire
4 Leyline of Punishment
3 Magus of the Moon
3 Slagstorm
3 Smash to Smithereens
2 Searing Blaze
The only card that really needs explanation is the 1-of Demonfire. It's something I'm just kind of trying out. It's a nice way to push through those last few points of damage as uncounterable and unpreventable. It can also be used on a pesky recurring creature or a creature with a "is put into a graveyard" effect. It's a one-of, so it shouldn't clog up my hand too badly.
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
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I write mainly horror/scifi/fantasy type short stories. Please read and feel free to send me feedback.
I also think all versions should be running 8 fetches + 12 mountains, along with 4 Magma Jet. Magma Jet can make a huge difference both late and early game. It says no to excess lands, and ensures that you will have burn/dudes coming. I'll post my list after I do some more testing!
Blightning is a little too slow, but Bob would be worth it. I could see Red Death working in this format...
I like Banefire for those last few points of uncouterable goodness to the face.
I've been running Char instead of Rift Bolt, like the one more damage it offers at EOT rather than the "free"-ness of Rift a turn late. And why no more love for Everlasting Torment? Again, it's not "free," but it (optimally) hits the same turn as Lasher and a turn earlier (and cheaper) than Leyline. It's no Sulfuric Vortex, which I wish to ALL of the deities was legal in this format, but I think it's still nice.
Currently trying to discover the quickest way to get the opponent from 20 to 0.
Flame Javelin is strictly better than Char in mono red unless you run a lot of colorless lands, so don't run Char unless you're already running 4 Javelins. I like having that extra point of damage too, but Javelin doesn't do 2 to you like Char does. Everlasting Torment is worthy choice for the sideboard, but I still prefer Leyline. It's a personal choice, but I prefer Leyline. Stigma Lasher is generally the worst and most unreliable of the three, I think.
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
My NovelJoy author profile: http://www.noveljoy.com/userInfo?wid=189
I write mainly horror/scifi/fantasy type short stories. Please read and feel free to send me feedback.
I personally think Blightning and Bob would be great. By turn 3 that Blightning should considerably destroy whatever hand they have.
Nothin.
Waiting to see whats good.
Modern
:symbr:20 Bolt Rakdos:symrb:
AiR
Legacy
RRRSlightly BrokenRRR - Retired
Working on Team Italia.
That would essentially nullify any and all removal spells your opponent is holding. I'm thinking it is probably not viable, but would be great in a format where everyone is running multiple instant-speed removal spells.
Edit: Obviously this would only be if you are running either a RG dual or Grove of the Burnwillows
Giving the circumstances of recent bannings, I think the best option is Mono Red. Combo has been slowed down, just like zoo without zenith. The only thing you want to do is burn and hit with your cute friendly boys. Bob is a great card, sure, but i dont want to miss 3-6 damage in turn 2 for a card in turn 3. About the green splash, i would never use it for grove, tarmogoyf could do much more damage...
IMO, our SB slots are better spent fighting Zoo (Slagstorm, Molten Rain, Flame Slash??) and combo (burn, burn and more burn to race them).
When a real control deck rises, then we can worry about Leyline.
Currently trying to discover the quickest way to get the opponent from 20 to 0.
8 Mountains
Non-Basic Land: 12
4 Arid Mesa
4 Scalding Tarn
4 Teetering Peaks
Artifact: 4
4 Shrine of Burning Rage
Creature: 12
4 Goblin Guide
4 Kiln Fiend
4 Plated Geopede
4 Lightning Bolt
4 Magma Jet
4 Seering Blaze
4 Staggershock
Sorcery: 8
4 Flame Slash
4 Rift Bolt
The above build has a slower game-plan than usual red decks, and plays more like a grow/sligh deck. The weakness is of course being mono red, and lack cards that disrupts opposing strategies. With the exception of killing opposing creatures. The deck prioritizes its burn towards clearing blockers for its attackers first.
Fetch land / Teetering Peaks / Geopede / Seering Blaze
Obvious interactions between these cards. Peaks + Geopede = pain
Fiend + Staggershock / any other instant or sorcery
Staggershock although low on damage, gives Fiend a boost two turns in a row. Its also a free boost the 2nd turn so that you got possibilities for pumping him further. Blockers being cleared away on the 2nd wave is very likely.
Shrine + any other instant or sorcery
Although slow, and pretty mana demanding compared to other burn, its a late-game plan B finisher. Its colorless, and it has good synergy with the deck composition evolving around playing instants and sorceries. 4 copies might be 1 too many.
Fling, Assault Strobe and Soul's Fire has been considered, but left outside for now. Can be awesome and risk but all have its pro's and con's. Strobe is pretty cheap, too bad its a sorcery and not instant, or at least can-trip to make it worth the risk.
D3@D
For example, if I drop Figure of Destiny on turn X and I have 7 mana that turn to use. If someone decides to Lightning Bolt my Figure of Destiny, can I make it an 8/8 avatar with flying, and first strike in response to keep it alive?
It's not a level up mechanic and does not say "Use this ability when you could cast a sorcery", so you can use it any time, aka at the end of their turn, block then buff before combat damage, etc
But don't forget you can't just go from the 1/1 to the 8/8, gotta go to 2/2 then 4/4 then 8/8.
Only good deck.
You will never want to play a dragonlord in place of FoD. It's just hundred times faster and better. Plus both have a "PLEASE KILL ME" sign in their head, in that case I prefer to put that presure with 1 mana instead with 2 in this kind of deck.