I think the reanimator mardu deck is by far the sweetest one I have seen. Combines sweet control elements with broken turn 4 win potential. Seems great for the current meta.
I feel like sygg would require us to build around him to get maximum value. I've been playing around with Hoofprints of the Stag in this list and think their might be some decent synergy.
Hoofprints is a slow card, It will accrue a counter each upkeep, meaning at the soonest at T6 elemental, that's obviously far too slow without outside assistance. Mardu doesn't have pure draw spells, but it does have 'rummage' effects. Things like Faithless looting would let us buy a T4 elementals, and Nahiri +1's gain us an extra counter each turn, for an elemental every other turn. Sygg and Kambal seem like ways to generate some additional counters from our opponents plays, while also dividing attention across our threats.
to me, all of these pieces form an engine that can continually draw cards, and buy 4/4's. Sygg and Hoofprints specifically, have the ability to play off of eachother. the Elemental tokens can get in for 4, drawing a card and adding a counter. Alone, this means a new elemental every-other turn while keeping a well stocked hand. drawing into a Bolt, means that we can effectively cycle it at the opponent end step which would set us up for another elemental the following turn.
I think this could set us in a favored position for attrition matchups. MD Kambal hedges against storm and burn, and with the amount of rummage effects we should be able to dig into our answers against combo and big mana strategies, or maybe its entirely too slow and just an amusing diversion at FNM
3 Sygg,
2 Kambal,
1 Emmy
4 Nahiri,
3 Lili of the veil
4 Lingering Souls
2 Thoughtseize
3 Iok
3 Looting
4 Bolt
4 Push
3 Hoofprints of the Stag
24 land.
What is the point of Sygg ? (not to mention that playing 4x-of a legendary creature isn't good)
If you just want to draw cards there are many better options, especially Phyrexian Arena as a continuos option.
Sword-Point Diplomacy is a terrible card draw spell as the opponent chooses which cards you draw and can even take the damage as the deck doesn't pressure his life-total at all,
It is like a worse Browbeat which is also bad (also a worse Steam Augury and no one plays that either).
Kambal is a good SB card but I don't think that it is good enough in the maindeck, especially since (again) the deck doesn't actually pressure opponents' life total for the "drain 2" to really matter.
Couldn't get my hands on any copies of Sygg and my Kambal's all seem to have disappeared so I ran a build similar to my Squadron Hawk list. Played 4 rounds today, went 3-1 losing the third round. The decks I played against were a 4 color Standard player who joined so we could have 8 people 2-0, Eldrazi Tron 2-0, 5 color Zoo 1-2, and Esper Death's Shadow 2-1.
I drew Sword-Point Diplomacy in rounds 1, 2, and 4 and I gotta say I like SPD way more than Painful Truths. Opponents even said that it had a bigger impact than they thought it would so I'm taking that as a good sign. The only time I didn't like Sword-Point Diplomacy was when I messed up and played it without thinking against Death's Shadow, oops. Dire Fleet Ravager I think is cool and had some big plays with it, but just doesn't have enough oomph enough times to make me want to keep it in the 75, off to the Commander deck it goes.
Hey guys! Just took the Mardu Bedlam Reveler list to a local modern event and needless to say, Burn is not a good matchup... do you guys have any advice on what might be good targets for burn via Inquisition of Kozilek? Thank you in advance!
If you have Kolaghan's Command I would try to find room for it so you not only have an instant speed discard and way to deal with artifacts, but you can also reuse Tidehollow or Rabblemaster. Maybe try cutting a Terminate or Collective Brutality for it and see how it does.
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Collecting Timbermare, hit me up if you have any for trade
I have the deck in paper and it feels awesome. It's incredibly grindy and it has game with just about anything. An active pyromancer or resolved Bedlam Reveler feels absolutely bonkers and I love the deck so much so far! What are your thoughts on it so far?
The only issue I've been having some times is getting stuck in two lands for too long.
I haven't played enough to start making changes, have you changed anything from the list?
I tried different things like a Push over Burst Lightning and I also tried main decking Collective Brutality because my local meta has a few burn decks and grindy mid-range decks, but I'm going to start bringing it back to the original list I think. Swiftspear is surprisingly good in this deck, nothing else you can replace feels as good as Swiftspear. I might add another land because I have the same issues with lands. Even keeping one Landers with a Faithless Looting in hand feels terrible when you don't draw a second or third land. This deck really wants to play two spells a turn to pump out a really fast Bedlam Reveler and make tons of tokens via Young PZ, so I think an extra land will help a ton. Bedlam Reveler in this deck feels like it wins instantly, and it's a ton of fun to chain two or more in a single turn. I'd probably drop a K-Command or Blood Moon for another land and keep everything else the same right now. Depends on your local meta though.
Yeah, first thing I'll try is cutting the main deck moon and adding a land (Inspiring Vantage probably).
Sounds awesome, let me know how you like it! How do you feel the Burn matchup is for you? What do you think about playing other control and mid-range matchups and what is your strategy against those two archetypes so far?
I've been playing a similar list in friendly leagues online, with an eye to playing competitive once I'm comfortable with the list. There are a couple things in Selfeisek's version that seem odd decisions to me although s/he's obviously having a lot of success with it. My thoughts:
Burst Lightning as it seems a little narrow. Typically I was doing something wrong if I had the mana to kick it.
While I'll eventually try playing 3, for now I'm running zero Moons. It feels like you either want to make it Plan A, B, or C or use the slot for something else.
The 3 Wooded Foothills are a head scratcher. All but your basic Swamp already produce R so fetching for a Mountain seems like a corner case. Plus that comes at the cost of fetching the Swamp you'll need if you land Blood Moon.
Along those lines, Helix can be difficult to cast early unless your fetches line up. White is your tertiary color and fetching/shocking just to cast Helix negates the life gain.
Faithless Looting seems to be a "skill check" card. At times it can approximate draw two for R if you're pitching extra lands or Souls.
I had Kolaghan's Command stuck in my hand a few times because 3 CMC is on the high side for a deck running 19 land, but more often there just wasn't an opportunity to get value from it. I ended up using the weakest mode (two damage and discard) more often that I'd like because holding it doesn't make sense with a Reveler.
The version I'm running now is -3 Wooded Foothills, -2 Helix, -2 K Command, -Moon, -Burst Lightning and +2 Marsh Flats, +Swamp, +2 Collective Brutality, +1 Swiftspear, +3 Kiln Fiend. I'm not sold on that configuration of Swiftspear/Fiend, but I'm testing it out. Sideboard has morphed too.
Burn has been a very close match-up the couple of times I've faced it. Should be better now that I have 2x Helix in the SB plus another Collective Brutality. Midrange has been mostly comfortable -- most matches have been grinding an opponent to a low life total as we both run out of gas, then looting sandbagged lands or dropping Reveler gives me the last handful of damage needed. I'm interested to see how I fare against Company decks since the one match I've played I couldn't quite turn the corner against instant, value creatures.
I've been playing a similar list in friendly leagues online, with an eye to playing competitive once I'm comfortable with the list. There are a couple things in Selfeisek's version that seem odd decisions to me although s/he's obviously having a lot of success with it. My thoughts:
Burst Lightning as it seems a little narrow. Typically I was doing something wrong if I had the mana to kick it.
While I'll eventually try playing 3, for now I'm running zero Moons. It feels like you either want to make it Plan A, B, or C or use the slot for something else.
The 3 Wooded Foothills are a head scratcher. All but your basic Swamp already produce R so fetching for a Mountain seems like a corner case. Plus that comes at the cost of fetching the Swamp you'll need if you land Blood Moon.
Along those lines, Helix can be difficult to cast early unless your fetches line up. White is your tertiary color and fetching/shocking just to cast Helix negates the life gain.
Faithless Looting seems to be a "skill check" card. At times it can approximate draw two for R if you're pitching extra lands or Souls.
I had Kolaghan's Command stuck in my hand a few times because 3 CMC is on the high side for a deck running 19 land, but more often there just wasn't an opportunity to get value from it. I ended up using the weakest mode (two damage and discard) more often that I'd like because holding it doesn't make sense with a Reveler.
The version I'm running now is -3 Wooded Foothills, -2 Helix, -2 K Command, -Moon, -Burst Lightning and +2 Marsh Flats, +Swamp, +2 Collective Brutality, +1 Swiftspear, +3 Kiln Fiend. I'm not sold on that configuration of Swiftspear/Fiend, but I'm testing it out. Sideboard has morphed too.
Burn has been a very close match-up the couple of times I've faced it. Should be better now that I have 2x Helix in the SB plus another Collective Brutality. Midrange has been mostly comfortable -- most matches have been grinding an opponent to a low life total as we both run out of gas, then looting sandbagged lands or dropping Reveler gives me the last handful of damage needed. I'm interested to see how I fare against Company decks since the one match I've played I couldn't quite turn the corner against instant, value creatures.
Sounds awesome! I agree with the lands issue, changed the fetches myself to 2 Marsh Flats and I run an Arid Mesa as well. Gonna add a Swamp in place of the one Wooded Foothills I have though, as I feel it could use an extra black source that isn't a shock. I also run two Brutality over one K-Command and the one Burst Lightning and it feels really good so far. Thought about adding another Swiftspear myself. How has the Swiftspear and Kiln Fiends been performing overall?
I've been playing a similar list in friendly leagues online, with an eye to playing competitive once I'm comfortable with the list. There are a couple things in Selfeisek's version that seem odd decisions to me although s/he's obviously having a lot of success with it. My thoughts:
Burst Lightning as it seems a little narrow. Typically I was doing something wrong if I had the mana to kick it.
While I'll eventually try playing 3, for now I'm running zero Moons. It feels like you either want to make it Plan A, B, or C or use the slot for something else.
The 3 Wooded Foothills are a head scratcher. All but your basic Swamp already produce R so fetching for a Mountain seems like a corner case. Plus that comes at the cost of fetching the Swamp you'll need if you land Blood Moon.
Along those lines, Helix can be difficult to cast early unless your fetches line up. White is your tertiary color and fetching/shocking just to cast Helix negates the life gain.
Faithless Looting seems to be a "skill check" card. At times it can approximate draw two for R if you're pitching extra lands or Souls.
I had Kolaghan's Command stuck in my hand a few times because 3 CMC is on the high side for a deck running 19 land, but more often there just wasn't an opportunity to get value from it. I ended up using the weakest mode (two damage and discard) more often that I'd like because holding it doesn't make sense with a Reveler.
The version I'm running now is -3 Wooded Foothills, -2 Helix, -2 K Command, -Moon, -Burst Lightning and +2 Marsh Flats, +Swamp, +2 Collective Brutality, +1 Swiftspear, +3 Kiln Fiend. I'm not sold on that configuration of Swiftspear/Fiend, but I'm testing it out. Sideboard has morphed too.
Burn has been a very close match-up the couple of times I've faced it. Should be better now that I have 2x Helix in the SB plus another Collective Brutality. Midrange has been mostly comfortable -- most matches have been grinding an opponent to a low life total as we both run out of gas, then looting sandbagged lands or dropping Reveler gives me the last handful of damage needed. I'm interested to see how I fare against Company decks since the one match I've played I couldn't quite turn the corner against instant, value creatures.
Sounds awesome! I agree with the lands issue, changed the fetches myself to 2 Marsh Flats and I run an Arid Mesa as well. Gonna add a Swamp in place of the one Wooded Foothills I have though, as I feel it could use an extra black source that isn't a shock. I also run two Brutality over one K-Command and the one Burst Lightning and it feels really good so far. Thought about adding another Swiftspear myself. How has the Swiftspear and Kiln Fiends been performing overall?
We're definitely on the same page with lands. That Swamp makes even more sense if you (or I) do try a Blood Moon maindeck. I'm still pondering the Swiftspear/Kiln Fiend numbers. I've now played three friendly leagues on MTGO to 5-0, 4-1, and 3-2 finishes with losses to Knightfall, U Tron, and Burn. Kiln Fiend has operated almost as extra Young Pyromancers, albeit more tall than wide. Not ideal that it's so susceptible to disruption or blocking, but one Fiend can end the game in a couple turns if it's unanswered. I'm going to run a full set next league and see how I feel. With 4x Fiends, I'm wondering if Swiftspear is impactful enough. It's nice to have additional 1 drops, but it's a weak clock unless you're consistently casting your instants/sorceries on your first main phase. I may drop them for additional burn this next time around and see if I miss them.
Coming from a kiln fiend fan, try out claim // fame with them, as kiln fiend will always eat a push/bolt/terminate. Being able to recure them and then immediately punch for 6 will not only steal games, but also force your opponent to leave mana open and play sub par, a bit like twin used to. I tried it in a mardu shadow shell, it's a beast.
I've been playing a similar list in friendly leagues online, with an eye to playing competitive once I'm comfortable with the list. There are a couple things in Selfeisek's version that seem odd decisions to me although s/he's obviously having a lot of success with it. My thoughts:
Burst Lightning as it seems a little narrow. Typically I was doing something wrong if I had the mana to kick it.
While I'll eventually try playing 3, for now I'm running zero Moons. It feels like you either want to make it Plan A, B, or C or use the slot for something else.
The 3 Wooded Foothills are a head scratcher. All but your basic Swamp already produce R so fetching for a Mountain seems like a corner case. Plus that comes at the cost of fetching the Swamp you'll need if you land Blood Moon.
Along those lines, Helix can be difficult to cast early unless your fetches line up. White is your tertiary color and fetching/shocking just to cast Helix negates the life gain.
Faithless Looting seems to be a "skill check" card. At times it can approximate draw two for R if you're pitching extra lands or Souls.
I had Kolaghan's Command stuck in my hand a few times because 3 CMC is on the high side for a deck running 19 land, but more often there just wasn't an opportunity to get value from it. I ended up using the weakest mode (two damage and discard) more often that I'd like because holding it doesn't make sense with a Reveler.
The version I'm running now is -3 Wooded Foothills, -2 Helix, -2 K Command, -Moon, -Burst Lightning and +2 Marsh Flats, +Swamp, +2 Collective Brutality, +1 Swiftspear, +3 Kiln Fiend. I'm not sold on that configuration of Swiftspear/Fiend, but I'm testing it out. Sideboard has morphed too.
Burn has been a very close match-up the couple of times I've faced it. Should be better now that I have 2x Helix in the SB plus another Collective Brutality. Midrange has been mostly comfortable -- most matches have been grinding an opponent to a low life total as we both run out of gas, then looting sandbagged lands or dropping Reveler gives me the last handful of damage needed. I'm interested to see how I fare against Company decks since the one match I've played I couldn't quite turn the corner against instant, value creatures.
Sounds awesome! I agree with the lands issue, changed the fetches myself to 2 Marsh Flats and I run an Arid Mesa as well. Gonna add a Swamp in place of the one Wooded Foothills I have though, as I feel it could use an extra black source that isn't a shock. I also run two Brutality over one K-Command and the one Burst Lightning and it feels really good so far. Thought about adding another Swiftspear myself. How has the Swiftspear and Kiln Fiends been performing overall?
We're definitely on the same page with lands. That Swamp makes even more sense if you (or I) do try a Blood Moon maindeck. I'm still pondering the Swiftspear/Kiln Fiend numbers. I've now played three friendly leagues on MTGO to 5-0, 4-1, and 3-2 finishes with losses to Knightfall, U Tron, and Burn. Kiln Fiend has operated almost as extra Young Pyromancers, albeit more tall than wide. Not ideal that it's so susceptible to disruption or blocking, but one Fiend can end the game in a couple turns if it's unanswered. I'm going to run a full set next league and see how I feel. With 4x Fiends, I'm wondering if Swiftspear is impactful enough. It's nice to have additional 1 drops, but it's a weak clock unless you're consistently casting your instants/sorceries on your first main phase. I may drop them for additional burn this next time around and see if I miss them.
Kiln Fiend, in theory, seems sweet in this deck since with this list, we want to pump out as much spells as possible, but with its susceptibility to removal I think Kiln Fiend should be more for combo decks than this one. You'd have to play Manamorphose and some other spells if you want to get the most out of your Kiln Fiends. But if it's working for you try it out and keep posting your results with it.
I dropped Blood Moon, and only kept the one Swamp in the main since there are plenty of black sources and the list is so heavy on the red. I have opted to play Two Swiftspear and two Rabblemaster in the list with 20 lands. One Rabblemaster wasn't enough when I really wanted more bombs so I dropped a Lingering Souls for it instead. I might take it to my local modern event tomorrow evening and post how it does in this forum. Rabblemaster ends the game in a hurry, I can tell you that. With the discard spells to get rid of removal for our threats and hard hitters like Rabble man and Reveler, the games can get super grindy or be ended in short order.
Yeah that's the one weakness that worries me. Will it survive long enough to do 7+ damage? If the answer is yes, I'm happy. I can probably deal another 13 points between burn and tokens. Discard helps here but it's not foolproof and it won't always show up in your hand. If it doesn't survive, it leaves no impact on the board though. I'll see how it works out.
Funny that you mention Rabblemaster, that's the only other card (besides Blood Moon) I've been trying to decide whether to include or not. I previously played it in a Jund Moon deck and like you said it's a very quick clock on an empty board. Plus it's a bit of a pet card for me. The higher cost gives me pause though because 3 CMC is a jump for such a lean deck. I'd definitely love to hear how that pair work for you with an extra land.
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Hoofprints is a slow card, It will accrue a counter each upkeep, meaning at the soonest at T6 elemental, that's obviously far too slow without outside assistance. Mardu doesn't have pure draw spells, but it does have 'rummage' effects. Things like Faithless looting would let us buy a T4 elementals, and Nahiri +1's gain us an extra counter each turn, for an elemental every other turn. Sygg and Kambal seem like ways to generate some additional counters from our opponents plays, while also dividing attention across our threats.
to me, all of these pieces form an engine that can continually draw cards, and buy 4/4's. Sygg and Hoofprints specifically, have the ability to play off of eachother. the Elemental tokens can get in for 4, drawing a card and adding a counter. Alone, this means a new elemental every-other turn while keeping a well stocked hand. drawing into a Bolt, means that we can effectively cycle it at the opponent end step which would set us up for another elemental the following turn.
I think this could set us in a favored position for attrition matchups. MD Kambal hedges against storm and burn, and with the amount of rummage effects we should be able to dig into our answers against combo and big mana strategies, or maybe its entirely too slow and just an amusing diversion at FNM
3 Sygg,
2 Kambal,
1 Emmy
4 Nahiri,
3 Lili of the veil
4 Lingering Souls
2 Thoughtseize
3 Iok
3 Looting
4 Bolt
4 Push
3 Hoofprints of the Stag
24 land.
2 Arid Mesa
2 Marsh Flats
2 Shambling Vent
1 Lavaclaw Reaches
1 Needle Spires
1 Blood Crypt
1 Sacred Foundry
1 Godless Shrine
1 Inspiring Vantage
1 Blackcleave Cliffs
1 Concealed Courtyard
2 Plains
2 Swamp
1 Mountain
4 Sygg, River Cutthroat
3 Kambal, Consul of Allocation
1 Dire Fleet Ravager
1 Emrakul, The Aeons Torn
3 Nahiri, the Harbinger
1 Engineered Explosives
4 Inquisition of Kozilek
4 Lightning Bolt
2 Path to Exile
2 Fatal Push
3 Lightning Helix
3 Sword-Point Diplomacy
4 Lingering Souls
1 Kolaghan's Command
If you just want to draw cards there are many better options, especially Phyrexian Arena as a continuos option.
Dire Fleet Ravager isn't a good finisher, and dealing damage to yourself is never a good idea in a controling deck
(you are not a Burn deck that is going to be ahead on the life race most of the time).
There many better 5-drop finishers for the deck like:
Obzedat, Ghost Council, Stormbreath Dragon, Demigod of Revenge (or Baneslayer Angel/Archangel Avacyn/Bloodgift Demon) to name a few.
Sword-Point Diplomacy is a terrible card draw spell as the opponent chooses which cards you draw and can even take the damage as the deck doesn't pressure his life-total at all,
It is like a worse Browbeat which is also bad (also a worse Steam Augury and no one plays that either).
Painful Truths is much better as are Night's Whisper/Read the Bones (and even Succumb to Temptation as instant-speed card draw).
Kambal is a good SB card but I don't think that it is good enough in the maindeck, especially since (again) the deck doesn't actually pressure opponents' life total for the "drain 2" to really matter.
I drew Sword-Point Diplomacy in rounds 1, 2, and 4 and I gotta say I like SPD way more than Painful Truths. Opponents even said that it had a bigger impact than they thought it would so I'm taking that as a good sign. The only time I didn't like Sword-Point Diplomacy was when I messed up and played it without thinking against Death's Shadow, oops. Dire Fleet Ravager I think is cool and had some big plays with it, but just doesn't have enough oomph enough times to make me want to keep it in the 75, off to the Commander deck it goes.
Ravager is most likely going to be replaced with Stormbreath Dragon and I'm thinking of swapping a Slaughter Games for a Blood Moon. Here's the list I ran.
2 Arid Mesa
2 Marsh Flats
2 Shambling Vent
1 Lavaclaw Reaches
1 Needle Spires
1 Inspiring Vantage
1 Concealed Courtyard
1 Blackcleave Cliffs
1 Sacred Foundry
1 Godless Shrine
1 Blood Crypt
1 Mountain
2 Swamp
2 Plains
4 Squadron Hawk
4 Tidehollow Sculler
3 Butcher of the Horde
1 Dire Fleet Ravager
1 Emrakul, the Aeons Torn
3 Nahiri, the Harbinger
1 Engineered Explosives
4 Inquisition of Kozilek
3 Lightning Bolt
3 Path to Exile
2 Fatal Push
4 Lingering Souls
2 Sword-Point Diplomacy
1 Kolaghan's Command
2 Stony Silence
2 Slaughter Games
2 Crackling Doom
2 Thalia, Heretic Cathar
2 Ethersworn Canonist
1 Anger of the Gods
1 Wrath of God
Anyone else has tried it?
I have the deck in paper and it feels awesome. It's incredibly grindy and it has game with just about anything. An active pyromancer or resolved Bedlam Reveler feels absolutely bonkers and I love the deck so much so far! What are your thoughts on it so far?
The only issue I've been having some times is getting stuck in two lands for too long.
I haven't played enough to start making changes, have you changed anything from the list?
I tried different things like a Push over Burst Lightning and I also tried main decking Collective Brutality because my local meta has a few burn decks and grindy mid-range decks, but I'm going to start bringing it back to the original list I think. Swiftspear is surprisingly good in this deck, nothing else you can replace feels as good as Swiftspear. I might add another land because I have the same issues with lands. Even keeping one Landers with a Faithless Looting in hand feels terrible when you don't draw a second or third land. This deck really wants to play two spells a turn to pump out a really fast Bedlam Reveler and make tons of tokens via Young PZ, so I think an extra land will help a ton. Bedlam Reveler in this deck feels like it wins instantly, and it's a ton of fun to chain two or more in a single turn. I'd probably drop a K-Command or Blood Moon for another land and keep everything else the same right now. Depends on your local meta though.
Sounds awesome, let me know how you like it! How do you feel the Burn matchup is for you? What do you think about playing other control and mid-range matchups and what is your strategy against those two archetypes so far?
The version I'm running now is -3 Wooded Foothills, -2 Helix, -2 K Command, -Moon, -Burst Lightning and +2 Marsh Flats, +Swamp, +2 Collective Brutality, +1 Swiftspear, +3 Kiln Fiend. I'm not sold on that configuration of Swiftspear/Fiend, but I'm testing it out. Sideboard has morphed too.
Burn has been a very close match-up the couple of times I've faced it. Should be better now that I have 2x Helix in the SB plus another Collective Brutality. Midrange has been mostly comfortable -- most matches have been grinding an opponent to a low life total as we both run out of gas, then looting sandbagged lands or dropping Reveler gives me the last handful of damage needed. I'm interested to see how I fare against Company decks since the one match I've played I couldn't quite turn the corner against instant, value creatures.
Sounds awesome! I agree with the lands issue, changed the fetches myself to 2 Marsh Flats and I run an Arid Mesa as well. Gonna add a Swamp in place of the one Wooded Foothills I have though, as I feel it could use an extra black source that isn't a shock. I also run two Brutality over one K-Command and the one Burst Lightning and it feels really good so far. Thought about adding another Swiftspear myself. How has the Swiftspear and Kiln Fiends been performing overall?
We're definitely on the same page with lands. That Swamp makes even more sense if you (or I) do try a Blood Moon maindeck. I'm still pondering the Swiftspear/Kiln Fiend numbers. I've now played three friendly leagues on MTGO to 5-0, 4-1, and 3-2 finishes with losses to Knightfall, U Tron, and Burn. Kiln Fiend has operated almost as extra Young Pyromancers, albeit more tall than wide. Not ideal that it's so susceptible to disruption or blocking, but one Fiend can end the game in a couple turns if it's unanswered. I'm going to run a full set next league and see how I feel. With 4x Fiends, I'm wondering if Swiftspear is impactful enough. It's nice to have additional 1 drops, but it's a weak clock unless you're consistently casting your instants/sorceries on your first main phase. I may drop them for additional burn this next time around and see if I miss them.
Kiln Fiend, in theory, seems sweet in this deck since with this list, we want to pump out as much spells as possible, but with its susceptibility to removal I think Kiln Fiend should be more for combo decks than this one. You'd have to play Manamorphose and some other spells if you want to get the most out of your Kiln Fiends. But if it's working for you try it out and keep posting your results with it.
I dropped Blood Moon, and only kept the one Swamp in the main since there are plenty of black sources and the list is so heavy on the red. I have opted to play Two Swiftspear and two Rabblemaster in the list with 20 lands. One Rabblemaster wasn't enough when I really wanted more bombs so I dropped a Lingering Souls for it instead. I might take it to my local modern event tomorrow evening and post how it does in this forum. Rabblemaster ends the game in a hurry, I can tell you that. With the discard spells to get rid of removal for our threats and hard hitters like Rabble man and Reveler, the games can get super grindy or be ended in short order.
Funny that you mention Rabblemaster, that's the only other card (besides Blood Moon) I've been trying to decide whether to include or not. I previously played it in a Jund Moon deck and like you said it's a very quick clock on an empty board. Plus it's a bit of a pet card for me. The higher cost gives me pause though because 3 CMC is a jump for such a lean deck. I'd definitely love to hear how that pair work for you with an extra land.