Isn't Dragon Claw also used vs Storm?(Which is quite popular in paper tourneys)
gain one life for 2/3 of the spells they cast, essentially negating their contribution to grapeshot. Make it a LOT harder for them to combo you off.
Yes actually, very good point. I'd still only run 1-2 copies, but it does basically shut down Storm, at least long enough for you to race. They basically need Empty the Warrens or a bounce spell to beat it.
Storm is still pretty popular online, and I would always expect to see it at least once per PTQ.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Decided to go with RDW as my modern deck, and between looking at lists that have topped, and reading posts here, this is what I've decided to start with:
Was hoping to get some help with my initial list, and was also wondering if splashing black to go rakdos aggro is generally seen as the better option. Other than that, was just looking/hoping for some general sideboard help (siding in/out vs various decks), as I'm not too familiar with the format.
Do you guys think it's worth it to splash white for lightning helix mainboard (replacing lava spike) and rest in peach and enchant removal (Kami of ancient law or something) in the SB? I tried testing four sacred foundry and four clifftop retreat with 12 mountains and it didnt' disrupt my mana at all.
I know there's full on Boros landfall but you need fetches for that and i'm trying to make a build without fetches work.
Decided to go with RDW as my modern deck, and between looking at lists that have topped, and reading posts here, this is what I've decided to start with:
Was hoping to get some help with my initial list, and was also wondering if splashing black to go rakdos aggro is generally seen as the better option. Other than that, was just looking/hoping for some general sideboard help (siding in/out vs various decks), as I'm not too familiar with the format.
Thanks in advance :-).
Going with Rakdos Deck Wins for Bump in the Night is generally seen as the better option because the explosive power is worth the slight mana inconsistency. Obermeir has found that RkDW was slightly more likely to get the Turn 3 kill in Legacy here and even more likely to get the Turn 4 kill, and in a format with significantly worse burn spells (I'd give for Flame Rift to be Modern-legal, let alone Price of Progress), every single bit of speed matters. The only reason RkDW isn't played in Legacy is because ubiquitous fast spot LD (i.e. Wasteland) exists.
In general, board in the cards that are the most effective against your opponent's deck and board out the cards that underperform. For example, against Pod, I'd board in 4 Torpor Orb (kills their infinite combos and a lot of their life gain) and board out a combination of Ash Zealot (is never getting through for damage, probably kills dudes instead) and Keldon Marauders (is virtually a Magma Jet with Suspend 3 that may kill a dude against Pod).
Do you guys think it's worth it to splash white for lightning helix mainboard (replacing lava spike) and rest in peach and enchant removal (Kami of ancient law or something) in the SB? I tried testing four sacred foundry and four clifftop retreat with 12 mountains and it didnt' disrupt my mana at all.
I know there's full on Boros landfall but you need fetches for that and i'm trying to make a build without fetches work.
How often do you keep 1-land hands? If you keep even some of them, you'll find out why Clifftop Retreat is a bad choice. I'd play 4 Arid Mesa instead because its stuff ETB untapped.
It may be worth it to splash white, even if you don't play a single white maindeck card, for the reasons you mentioned above. I'm prone to doing it myself for my combo-racing RkDW version because Spark Elemental deals 1-2 damage too often and Magma Jet doesn't burn for nearly enough (I'll test Incinerate first, but the life gain will probably be more helpful than killing Lotleth Troll). But if you play Lightning Helix, never make it replace Lava Spike. Burn/RDW's consistency comes from playing as many 1-mana Bolts as it can get its hands on. I play 4 Shard Volley because of this and I like them all. Make Helix replace slower stuff like Magma Jet or Keldon Marauders.
A couple things here. I have never played a modern tournament and I plan to play in one tomorrow. I do not have access to goblin guides. I only have one. Things I need to know:
What does everyone think about grim lavamancer?
What about Chandra's phoniex? Too slow?
Rift bolt? Suspend or not?
How bad do I need goblin guide? ( my guess is badly)
Keldon marauders seem ok, doesn't it?
What about the board? I really have no idea, with the exception of shattering spree.
I'm thinking that I should reduce the land by 1 or two. I also want to put in like 2 or 3 manabarbs.
Vexing devil has been an all-star. The trick to playing him is simple: just force your opponent into a decision. Before you cast him, burn them down to like 12 health. They almost always let him down as a 4/3 when you want him on the battlefield. Most people play him as some kinda first turn burn, and he doesn't really work best that way. I've learned quite a few ways to bend the decision in my favor.
A lot of games have been won with Ball Lightning, which many people dislike. To each their own, I guess, but Ball Lightning is great in my book. It's like an incinerate + lightning bolt that you can sort of distribute among creatures and players (though not of your decision).
Anyway, I'm curious to see what people will say about the deck. I already have a good idea which cards I might swap. I also want to talk about sideboards for the meta...
A couple things here. I have never played a modern tournament and I plan to play in one tomorrow. I do not have access to goblin guides. I only have one. Things I need to know:
What does everyone think about grim lavamancer?
What about Chandra's phoniex? Too slow?
Rift bolt? Suspend or not?
How bad do I need goblin guide? ( my guess is badly)
Keldon marauders seem ok, doesn't it?
What about the board? I really have no idea, with the exception of shattering spree.
Grim Lavamancer provides decent reach (and dude-killing) but can be quite slow. He gets significantly better with fetchlands--I wouldn't recommend playing him if you can't get any. I'd recommend him against fast aggro like Affinity and Infect but not against combo, so he's meta-dependent (and deck construction-dependent).
Unless it's late-game and you're sitting on 3+ lands, always Suspend Rift Bolt. It's one of our 12+ Bolts, so treat it like one.
Keldon Marauders is OK, but Goblin Guide generally pushes through for so much more damage. Multiple Marauders are clunky, while multiple Guides are evil.
Tune your sideboard to fix your match-ups against decks that give you trouble, such as fast aggro (Affinity/Infect) and combo (UR Storm/Exarch Twin/Sunny Side Up).
What's you guys' opinions on Reverberate and Vexing Shusher? Reverb is basically an extra bolt in most situations, but can also be used to copy other spells of interest (including opponent's spells). Shusher would be a sideboard card to put in against counterspell decks, basically letting you pay 1 to negate any counterspell.
And I assume Thunderous Wrath isn't suggested is because not getting it as a miracle is a dead draw, while relying on a miracle draw is too chancey?
I'm trying to keep my deck mono-red while not spending money on the $20 fetch lands. Got 8th place in a Modern tourney with a bunch of crappy substitutions I had to make due to some of the cards I ordered getting delayed. I figure if I can tweak it a bit (and put the cards I wanted to have in there, like two more Goblin Guides and some Keldon Marauders), I can maybe win something here. I want to try and keep it more burn-focused than creature-focused though (say, 12-14 creatures and the rest burn spells).
Vexing Susher is playable, if your meta is so full of counterspells you can put it in the side.
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
I like the Boros build since it allows access to Path to Exile and Lightning Helix. Out of my concern for spending 2 million dollars on 12 fetchlands, I decided to go the route of a RDW with white:
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
have you considered deathrite shaman? instead of grim lava?
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)
gain one life for 2/3 of the spells they cast, essentially negating their contribution to grapeshot. Make it a LOT harder for them to combo you off.
Storm is starting to loss favor I am finding. I can see it but I still dnt know if I would put it there.
Yes actually, very good point. I'd still only run 1-2 copies, but it does basically shut down Storm, at least long enough for you to race. They basically need Empty the Warrens or a bounce spell to beat it.
Storm is still pretty popular online, and I would always expect to see it at least once per PTQ.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
4x Goblin Guide
4x Vexing Devil
4x Hellspark Elemental
4x Keldon Marauders
4x Lightning Bolt
4x Lava Spike
4x Flame Javelin
4x Rift Bolt
4x Searing Blaze
2x Flames of the Blood Hand
15x Mountain
3x Blood Moon
4x Torpor Orb
3x Relic of Progenitus
2x Dragon's Claw
1x Sudden Shock
Was hoping to get some help with my initial list, and was also wondering if splashing black to go rakdos aggro is generally seen as the better option. Other than that, was just looking/hoping for some general sideboard help (siding in/out vs various decks), as I'm not too familiar with the format.
Thanks in advance :-).
I know there's full on Boros landfall but you need fetches for that and i'm trying to make a build without fetches work.
Going with Rakdos Deck Wins for Bump in the Night is generally seen as the better option because the explosive power is worth the slight mana inconsistency. Obermeir has found that RkDW was slightly more likely to get the Turn 3 kill in Legacy here and even more likely to get the Turn 4 kill, and in a format with significantly worse burn spells (I'd give for Flame Rift to be Modern-legal, let alone Price of Progress), every single bit of speed matters. The only reason RkDW isn't played in Legacy is because ubiquitous fast spot LD (i.e. Wasteland) exists.
I can't agree with 6 3-cmc spells--I run 4 Flames of the Blood Hand in my RkDW deck built to race combo (i.e. no Grim Lavamancer/Searing Blaze/Deathrite Shaman), and I've found it's fairly slow and multiples are very clunky. I'd drop at least 2 of them.
In general, board in the cards that are the most effective against your opponent's deck and board out the cards that underperform. For example, against Pod, I'd board in 4 Torpor Orb (kills their infinite combos and a lot of their life gain) and board out a combination of Ash Zealot (is never getting through for damage, probably kills dudes instead) and Keldon Marauders (is virtually a Magma Jet with Suspend 3 that may kill a dude against Pod).
How often do you keep 1-land hands? If you keep even some of them, you'll find out why Clifftop Retreat is a bad choice. I'd play 4 Arid Mesa instead because its stuff ETB untapped.
It may be worth it to splash white, even if you don't play a single white maindeck card, for the reasons you mentioned above. I'm prone to doing it myself for my combo-racing RkDW version because Spark Elemental deals 1-2 damage too often and Magma Jet doesn't burn for nearly enough (I'll test Incinerate first, but the life gain will probably be more helpful than killing Lotleth Troll). But if you play Lightning Helix, never make it replace Lava Spike. Burn/RDW's consistency comes from playing as many 1-mana Bolts as it can get its hands on. I play 4 Shard Volley because of this and I like them all. Make Helix replace slower stuff like Magma Jet or Keldon Marauders.
What does everyone think about grim lavamancer?
What about Chandra's phoniex? Too slow?
Rift bolt? Suspend or not?
How bad do I need goblin guide? ( my guess is badly)
Keldon marauders seem ok, doesn't it?
What about the board? I really have no idea, with the exception of shattering spree.
Thanks to xeno for the sig and avvy!!!
4 Vexing Devil
4 Goblin Guide
4 Spark Elemental
4 Hellspark Elemental
4 Hell's Thunder
4 Ball Lightning
4 Lightning Bolt
4 Rift Bolt
4 Lava Spike
2 Burst Lightning
4 Teetering Peaks
18 Mountain
I'm thinking that I should reduce the land by 1 or two. I also want to put in like 2 or 3 manabarbs.
Vexing devil has been an all-star. The trick to playing him is simple: just force your opponent into a decision. Before you cast him, burn them down to like 12 health. They almost always let him down as a 4/3 when you want him on the battlefield. Most people play him as some kinda first turn burn, and he doesn't really work best that way. I've learned quite a few ways to bend the decision in my favor.
A lot of games have been won with Ball Lightning, which many people dislike. To each their own, I guess, but Ball Lightning is great in my book. It's like an incinerate + lightning bolt that you can sort of distribute among creatures and players (though not of your decision).
Anyway, I'm curious to see what people will say about the deck. I already have a good idea which cards I might swap. I also want to talk about sideboards for the meta...
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Grim Lavamancer provides decent reach (and dude-killing) but can be quite slow. He gets significantly better with fetchlands--I wouldn't recommend playing him if you can't get any. I'd recommend him against fast aggro like Affinity and Infect but not against combo, so he's meta-dependent (and deck construction-dependent).
Chandra's Phoenix is too slow for RDW. You're probably getting less than 4 damage for 3 mana, and that's worse than Flames of the Blood Hand.
Unless it's late-game and you're sitting on 3+ lands, always Suspend Rift Bolt. It's one of our 12+ Bolts, so treat it like one.
Keldon Marauders is OK, but Goblin Guide generally pushes through for so much more damage. Multiple Marauders are clunky, while multiple Guides are evil.
Tune your sideboard to fix your match-ups against decks that give you trouble, such as fast aggro (Affinity/Infect) and combo (UR Storm/Exarch Twin/Sunny Side Up).
4 Goblin Guide
4 Hellspark Elemental
4 Spark Elemental
4 Vexing Devil
4 Lava Spike
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Rift Bolt
4 Searing Blaze
4 Arid Mesa
12 Mountain
4 Sacred Foundry
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
And I assume Thunderous Wrath isn't suggested is because not getting it as a miracle is a dead draw, while relying on a miracle draw is too chancey?
I'm trying to keep my deck mono-red while not spending money on the $20 fetch lands. Got 8th place in a Modern tourney with a bunch of crappy substitutions I had to make due to some of the cards I ordered getting delayed. I figure if I can tweak it a bit (and put the cards I wanted to have in there, like two more Goblin Guides and some Keldon Marauders), I can maybe win something here. I want to try and keep it more burn-focused than creature-focused though (say, 12-14 creatures and the rest burn spells).
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
4 Goblin Guide
3 Grim Lavamancer
2 Stonewright
4 Ash Zealot
4 Keldon Marauders
4 Hellspark Elemental
Spells:
4 Lightning Bolt
4 Magma Jet
4 Rift Bolt
4 Lightning Helix
3 Path to Exile
4 Sacred Foundry
1 Ghithu Encampment
2 Slayers' Stronghold
15 Mountain
3 Shattering Spree
2 Celestial Purge
3 Torpor Orb
7 (undecided)
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
:symb::symr::symg: Living End
Delver
RDW
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
4 Blackcleave Cliffs
4 Blood Crypt
4 Bump in the Night
3 Flames of the Blood Hand
4 Goblin Guides
3 Grim Lavamancer
4 Hellspark Elemental
4 Keldon Maruders
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
1 Shard Volley
1 Sudden Shock
4 Vexing Devil
11 Mountains
3 Duress
1 Grim Lavamancer
3 Rakdos Charm
4 Searing Blaze
2 Sudden Shock
1 Thoughtseize
Any advice thoughts or feedback will be very much appreciated.
have you considered deathrite shaman? instead of grim lava?
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)