I believe this is the list I've decided on. What do you guys think?
The maindeck won't change much, not too excited to run Devil or Swiftspear so I'm not. Besides tinkering with the number of Volley, Blaze and Helix maindeck and the possible 2of Lavamancer nothing's going to change.
Sideboard is tricky, in matchups where Eidolon and Guide aren't ideal such as Merfolk, Melira and Kiki Pod, Zoo, Affinity and possibly a few other matchups boarding in Anger of the Gods seems super versatile. The 2 of rain is for all the matchups Searing Blaze isn't great not just Tron or Scapeshift but Gifts Rock, Storm on the Play, and a few others. Destructive Revelry is essential Smash to Smithereens that Also hits Leyline. Dragons.claw is self explanatory. Relic is good vs Storm, Melira, Dredgevine, and a few more.also.
My question is what you think is most optimal for sideboard, maybe there's better cards for the job or different numbers you would use?
I would like to mention 2 things I noticed in khans.... twin now has another way to win and it avoids Rakdos charm. Altar of the Brood and affinity got 1 1/2 cards in tomb of the spirit dragon and ghostfire blade I think this officially makes shattering spree better than smash. We simply can't let them gain that kind of life. It wrecks us. And on twin, the just go off and mill us with altar. Any thoughts about those issues. I mean I doubt altar is main board or .aye not even playable in twin but it gets around our Rakdos charm and some other cards. And I think if affinity starts gaining 5+ life, we are in trouble. I was kinda sad to not see anything that really helps us but we did get a big boost out of eidolon?
I would like to mention 2 things I noticed in khans.... twin now has another way to win and it avoids Rakdos charm. Altar of the Brood and affinity got 1 1/2 cards in tomb of the spirit dragon and ghostfire blade I think this officially makes shattering spree better than smash. We simply can't let them gain that kind of life. It wrecks us. And on twin, the just go off and mill us with altar. Any thoughts about those issues. I mean I doubt altar is main board or .aye not even playable in twin but it gets around our Rakdos charm and some other cards. And I think if affinity starts gaining 5+ life, we are in trouble. I was kinda sad to not see anything that really helps us but we did get a big boost out of eidolon?
Tomb of the Spirit Dragon and Ghostfire Blade will not see play in Affinity (you should check out the Affinity thread for discussion regarding Ghostfire Blade, Hardened Scales and Tomb of the Spirit Dragon), so there is no need to worry about those cards in this particular matchup. I also think Altar of the Brood will not see play in Twin because "going off" just kills you regardless of Altar's presence. Basically, it's flat out win-more. And for the record, in order to mill you, they STILL need to generate like 40 tokens which puts them in Rakdos Charm range. There is nothing to worry about.
Burn is looking really solid and I embrace its return to Tier 1.
Ghostfire blade, after testing, will be a one-of. They already squeeze in the enchantment from M15, and have Cranial Plating. This doesn't allow their X/1's to dodge bolt. Not sure what card in Twin though, you're talking about?
Removing one of our bolts for a creature isn't ideal. Also it would put our creature count around 16-20. At that point we'd be a mono red aggro deck, not a burn. Not to mention removing another spell for a creature that wants spells would be less than ideal.
After a few solo runs, I feel that 20 lands is too many. I don't run anything with cmc of 3. I have 13 2 drops and even with 4 volley, I still feel 20 lands gets me flooded when I'd rather see spells
After a few solo runs, I feel that 20 lands is too many. I don't run anything with cmc of 3. I have 13 2 drops and even with 4 volley, I still feel 20 lands gets me flooded when I'd rather see spells
I run 19 and it feels right to me. I also don't run any 3 drops.
But you probably don't run 4 volley. I still haven't had any problems with 4. I may take out a land for 4th eidolon. The only 3 drop I have is molten rain in the side
I work off the idea that we want to be as consistent as possible and Kp the curve low. The mor "bolts" the better. So i run the set. Everyone on here complains about them and dislikes them yet I've never had trouble with them. If anything and this is a very big if for me, I'd take 1 volley out and run a 4th devil
I work off the idea that we want to be as consistent as possible and Kp the curve low. The mor "bolts" the better. So i run the set. Everyone on here complains about them and dislikes them yet I've never had trouble with them. If anything and this is a very big if for me, I'd take 1 volley out and run a 4th devil
I would like to mention 2 things I noticed in khans.... twin now has another way to win and it avoids Rakdos charm. Altar of the Brood and affinity got 1 1/2 cards in tomb of the spirit dragon and ghostfire blade I think this officially makes shattering spree better than smash. We simply can't let them gain that kind of life. It wrecks us. And on twin, the just go off and mill us with altar. Any thoughts about those issues. I mean I doubt altar is main board or .aye not even playable in twin but it gets around our Rakdos charm and some other cards. And I think if affinity starts gaining 5+ life, we are in trouble. I was kinda sad to not see anything that really helps us but we did get a big boost out of eidolon?
Tomb of the Spirit Dragon and Ghostfire Blade will not see play in Affinity (you should check out the Affinity thread for discussion regarding Ghostfire Blade, Hardened Scales and Tomb of the Spirit Dragon), so there is no need to worry about those cards in this particular matchup. I also think Altar of the Brood will not see play in Twin because "going off" just kills you regardless of Altar's presence. Basically, it's flat out win-more. And for the record, in order to mill you, they STILL need to generate like 40 tokens which puts them in Rakdos Charm range. There is nothing to worry about.
Burn is looking really solid and I embrace its return to Tier 1.
Not to mention, that if you have Rakdos Charm you just need to do it in response to the 24th/25t activation anyway...what do we car if we get milled by half.
What's the chance that no-Lavamancer Burn will splash blue for Treasure Cruise? It can draw 3 cards for U as early as Turn 3 (Fetch, Rift Bolt, fetch, Lava Spike, Bolt, fetch, Skullcrack). I have no clue how stable 4-5-colour Burn will be, though.
What's the chance that no-Lavamancer Burn will splash blue for Treasure Cruise? It can draw 3 cards for U as early as Turn 3 (Fetch, Rift Bolt, fetch, Lava Spike, Bolt, fetch, Skullcrack). I have no clue how stable 4-5-colour Burn will be, though.
If i would splash blue i would probably add thiago and keep the lavamancer in there
- L
Private Mod Note
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Rollback Post to RevisionRollBack
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
Again... Mage isn't worth it to me. I understand he is card advantage but I'm using 3 mana to bolt someone when I could just cast 3 bolts or even a bolt + charm (or other 2cmc for 3 dmg card)
I finished once again second at 2-1, lost to an aggro Metalgobs, won against Ad Nauseam (!!) and Genesis Wave. Metalgobs finished first place, and there were two Affinity and a Merfolk.
Round 1 : vs Ad Nauseam (2-1)
Game 1 : He starts, I put him at 2 and he combo offs. I let him reveal his deck to check his deck list and his number of lands. It is the classical decklist, with only 1 Lightning Storm and 20 lands.
Side : -3 Searing Blaze, -1 Flames of the blood hand, +4 Hide // Seek
Game 2 : He drops turn 0 Leyline of Sanctity . Fortunately I have a guide and two eidolons and I bring the pressure. He’s at 5, he plays Phyrexian Unlife, drops at 1, and passes. I attack with everything, which is not optimal (it will put him at -5 and 0 poison counters) but all that I can do. Then he misplays and plays Angel's Grace to fog my damage and stay at 1 longer. But the grace triggers the Eidolons, and trigger go on the stack above split second (remember this !), so he goes to -1, then -1 and 2 poison, then grace resolves, for nothing, then combat damage sends him to -1 and 8 poison. He concedes.
Game 3: I have a Hide // Seek and a Goblin guide, and I (luckily) draw a fetch to search for white. I play Seek turn 2 for Lightning Storm and he scoops. I note that he sided in a Drown in sorrow to deal with my creatures. Lucky, but my plan worked !
He’s a little mad and complains about my big luck. Well, you sure need some luck against this matchup.
Round 2 : vs Genesis Wave (2-1)
Game 1 : I burn him with spells and creatures, he is at 3 and I am at 17 and out of gas. He gets 11 mana and goes Genesis Wave at 8, gets a Craterhoof Behemoth and attacks me for 16 damage, I am at 1. I draw Boros Charm and finish him off. Close !
Side : - 4 Goblin guide (I am on the draw and he has tough creatures), -4 Eidolon (he has tough creatures and play expensive spells), +1 Searing Blaze, +2 Anger of the gods, +1 Volcanic Fallout, +4 Hide // Seek (for the Fertile ground and removing the behemoth)
Game 2 : he mulligans at 4 (!), plays two Arbor Elf and I bolt them both (I do not know if it was the correct play, but I think so), and then I put him at 2. But he has enough mana to cast Primal Command and gain 7 and fetch Eternal Witness, drop it and get back the command. I put him at 3 but he does it again (Skullcrack, where are you ?) twice, and finally has enough board presence to beat me.
Side : no changes.
Game 3: He drops a Spellskite, three Arbor Elf and an Eternal Witness. It’s turn 5, and I have 4 lands in play, a land, an Anger of the gods and a Lightning Helix in hand. I cast helix on him, hoping he will redirect to Spellskite, but he does not. I drop a land and cast anger, clearing the board except Spellskite. He saw it coming. Then he comboes off and get a million mana, and casts Genesis Wave for 26, since there are 26 cards left in his library. Problem is, he revealed a Wistful Selkie, which forced him to draw and lose the game.
He made two misplays here : one, he could have won while leaving some cards in his library as safety, and two by Genesis Wave he is not obligated to put all the revealed permanents on the battlefield, so he could have left the selkie out.
I should not have won this game, lol.
Conclusion : Tough matchup, watch out for Primal Command. They can raceand win in many ways. Maybe the way forus towin is to burn the dorks and the Garruk Wildspeaker if you feel you are not going to win the race, and pray for top deck mode... I don’t know. Some land destruction would have been useful, that’s for sure !
Round 3 : vs MetalGob (1-2)
This deck looks like the old standard aggro deck Kuldotha red (named after Kuldotha rebirth), with goblins, burn spells, and cheap artifacts. He won the FNM.
I don’t remember much of the games, it was the usual race against an aggro deck,and the agonizing decisions of « Should I burn his creatures to take less damage or save my burn for him? ». I definitely need more experience in this. My side was :
-4 Goblin Guide -4 Eidolon (usual against creature decks) +1 Searing Blaze +1 Fallout +2 Anger of the gods +4 Hide//Seek (this might have been a mistake, since his artifacts were not that important)
Been testing online having gone to 1 and 1 shock lands with 4 Blackcleave Cliffs. Not fetching the Blood Crypt was really helping my life for grindy games however after a game with 3 paths and having used 2 fetches and a starting mountain in hand I no longer had a target for my fetch lands and it ended up costing me the game for a failed Searing Blaze landfall on their turn. Initially I wanted to make sure my colors were completely secure by running 3 and 3 shocks however I think the deck can still support a few fast lands for potential damage avoidance. I'm liking the game with the Grim Lavamancer. I'm thinking I'll jam a 3rd one in my deck somewhere.
4 Goblin Guide
4 Eidolon of the Great Revel
Instants
4 Lightning Bolt
4 Skullcrack
4 Boros Charm
4 Lightning Helix
2 Searing Blaze
2 Shard Volley
Sorceries
4 Lava Spike
4 Bump in the Night
4 Rift Bolt
1 Copperline Gorge
1 Stomping Grounds
2 Blood Crypt
2 Blackcleave Cliffs
4 Wooded Foothills
4 Bloodstained Mire
4 Sacred Foundry
2 Mountain
4 Destructive Revelry
4 Dragon's Claw
1 Searing Blaze
2 Combust
2 Relic progenitus
2 Molten Rain
I believe this is the list I've decided on. What do you guys think?
The maindeck won't change much, not too excited to run Devil or Swiftspear so I'm not. Besides tinkering with the number of Volley, Blaze and Helix maindeck and the possible 2of Lavamancer nothing's going to change.
Sideboard is tricky, in matchups where Eidolon and Guide aren't ideal such as Merfolk, Melira and Kiki Pod, Zoo, Affinity and possibly a few other matchups boarding in Anger of the Gods seems super versatile. The 2 of rain is for all the matchups Searing Blaze isn't great not just Tron or Scapeshift but Gifts Rock, Storm on the Play, and a few others. Destructive Revelry is essential Smash to Smithereens that Also hits Leyline. Dragons.claw is self explanatory. Relic is good vs Storm, Melira, Dredgevine, and a few more.also.
My question is what you think is most optimal for sideboard, maybe there's better cards for the job or different numbers you would use?
Tomb of the Spirit Dragon and Ghostfire Blade will not see play in Affinity (you should check out the Affinity thread for discussion regarding Ghostfire Blade, Hardened Scales and Tomb of the Spirit Dragon), so there is no need to worry about those cards in this particular matchup. I also think Altar of the Brood will not see play in Twin because "going off" just kills you regardless of Altar's presence. Basically, it's flat out win-more. And for the record, in order to mill you, they STILL need to generate like 40 tokens which puts them in Rakdos Charm range. There is nothing to worry about.
Burn is looking really solid and I embrace its return to Tier 1.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
Removing one of our bolts for a creature isn't ideal. Also it would put our creature count around 16-20. At that point we'd be a mono red aggro deck, not a burn. Not to mention removing another spell for a creature that wants spells would be less than ideal.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
I run 19 and it feels right to me. I also don't run any 3 drops.
I run 3 volleys and I think that's a good number.
Not to mention, that if you have Rakdos Charm you just need to do it in response to the 24th/25t activation anyway...what do we car if we get milled by half.
If i would splash blue i would probably add thiago and keep the lavamancer in there
- L
"The problem isn't when Scissors says Rock is overpowered, it's when Paper says it is."
-Mark Rosewater
4x Goblin Guide
4x Eidolon of the Great Revel
Sorcery (12)
4x Lava Spike
4x Rift Bolt
4x Bump in the night
Instant (20)
4x Lightning Bolt
4x Boros Charm
4x Skullcrack
4x Lightning Helix
3x Searing Blaze
1x Flames of the blood hand
4x Arid Mesa
4x Scalding Tarn
3x Sacred Foundry
1x Blood Crypt
4x Blackcleave Cliffs
4x Mountain
1x Searing Blaze
2x Flames of the blood hand
1x Volcanic Fallout
2x Anger of the Gods
3x Rakdos Charm
4x Hide // Seek
2x Combust
I finished once again second at 2-1, lost to an aggro Metalgobs, won against Ad Nauseam (!!) and Genesis Wave. Metalgobs finished first place, and there were two Affinity and a Merfolk.
Round 1 : vs Ad Nauseam (2-1)
Game 1 : He starts, I put him at 2 and he combo offs. I let him reveal his deck to check his deck list and his number of lands. It is the classical decklist, with only 1 Lightning Storm and 20 lands.
Side : -3 Searing Blaze, -1 Flames of the blood hand, +4 Hide // Seek
Game 2 : He drops turn 0 Leyline of Sanctity . Fortunately I have a guide and two eidolons and I bring the pressure. He’s at 5, he plays Phyrexian Unlife, drops at 1, and passes. I attack with everything, which is not optimal (it will put him at -5 and 0 poison counters) but all that I can do. Then he misplays and plays Angel's Grace to fog my damage and stay at 1 longer. But the grace triggers the Eidolons, and trigger go on the stack above split second (remember this !), so he goes to -1, then -1 and 2 poison, then grace resolves, for nothing, then combat damage sends him to -1 and 8 poison. He concedes.
Game 3: I have a Hide // Seek and a Goblin guide, and I (luckily) draw a fetch to search for white. I play Seek turn 2 for Lightning Storm and he scoops. I note that he sided in a Drown in sorrow to deal with my creatures. Lucky, but my plan worked !
He’s a little mad and complains about my big luck. Well, you sure need some luck against this matchup.
Round 2 : vs Genesis Wave (2-1)
Game 1 : I burn him with spells and creatures, he is at 3 and I am at 17 and out of gas. He gets 11 mana and goes Genesis Wave at 8, gets a Craterhoof Behemoth and attacks me for 16 damage, I am at 1. I draw Boros Charm and finish him off. Close !
Side : - 4 Goblin guide (I am on the draw and he has tough creatures), -4 Eidolon (he has tough creatures and play expensive spells), +1 Searing Blaze, +2 Anger of the gods, +1 Volcanic Fallout, +4 Hide // Seek (for the Fertile ground and removing the behemoth)
Game 2 : he mulligans at 4 (!), plays two Arbor Elf and I bolt them both (I do not know if it was the correct play, but I think so), and then I put him at 2. But he has enough mana to cast Primal Command and gain 7 and fetch Eternal Witness, drop it and get back the command. I put him at 3 but he does it again (Skullcrack, where are you ?) twice, and finally has enough board presence to beat me.
Side : no changes.
Game 3: He drops a Spellskite, three Arbor Elf and an Eternal Witness. It’s turn 5, and I have 4 lands in play, a land, an Anger of the gods and a Lightning Helix in hand. I cast helix on him, hoping he will redirect to Spellskite, but he does not. I drop a land and cast anger, clearing the board except Spellskite. He saw it coming. Then he comboes off and get a million mana, and casts Genesis Wave for 26, since there are 26 cards left in his library. Problem is, he revealed a Wistful Selkie, which forced him to draw and lose the game.
He made two misplays here : one, he could have won while leaving some cards in his library as safety, and two by Genesis Wave he is not obligated to put all the revealed permanents on the battlefield, so he could have left the selkie out.
I should not have won this game, lol.
Conclusion : Tough matchup, watch out for Primal Command. They can raceand win in many ways. Maybe the way forus towin is to burn the dorks and the Garruk Wildspeaker if you feel you are not going to win the race, and pray for top deck mode... I don’t know. Some land destruction would have been useful, that’s for sure !
Round 3 : vs MetalGob (1-2)
This deck looks like the old standard aggro deck Kuldotha red (named after Kuldotha rebirth), with goblins, burn spells, and cheap artifacts. He won the FNM.
I don’t remember much of the games, it was the usual race against an aggro deck,and the agonizing decisions of « Should I burn his creatures to take less damage or save my burn for him? ». I definitely need more experience in this. My side was :
-4 Goblin Guide -4 Eidolon (usual against creature decks) +1 Searing Blaze +1 Fallout +2 Anger of the gods +4 Hide//Seek (this might have been a mistake, since his artifacts were not that important)
Hope this report is useful !
Been testing online having gone to 1 and 1 shock lands with 4 Blackcleave Cliffs. Not fetching the Blood Crypt was really helping my life for grindy games however after a game with 3 paths and having used 2 fetches and a starting mountain in hand I no longer had a target for my fetch lands and it ended up costing me the game for a failed Searing Blaze landfall on their turn. Initially I wanted to make sure my colors were completely secure by running 3 and 3 shocks however I think the deck can still support a few fast lands for potential damage avoidance. I'm liking the game with the Grim Lavamancer. I'm thinking I'll jam a 3rd one in my deck somewhere.
RGWNaya BurnRGW+++RGWKiki ComboRGW
UGInfectUG+++++++++.++++++++UGMerfolkUG
GGNykthos WaveGG++++++++++GGStompyGG
BRVampiresBR+++++++.+++++++BRGoblinsBR
WGBogglesWG+++++++++++++CRSkred RedCR
UBRGDredgeUBRG++++++++++BB8 RackBB
URWJeskaiURW+++.++UBRGrixis DelverUBR
URStormUR++++++++UWGBant CompanyUWG
WUBRGHumansWUBRG+CCEldrazi TronCC
threw together my first sketch of RW Burn:
3 Grim Lavamancer
2 Hellspark Elemental
4 Eidolon of the Great Revel
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
4 Lava Spike
4 Skullcrack
3 Magma Jet
4 Wooded Foothills
4 Bloodstained Mire
2 Sacred Foundry
1 Clifftop Retreat
7 Mountain
I've made some personal choices (Hellspark, Magma Jet) and would like to run the full 12 Fetches.
What do you think?
Green @ it's best