Affinity is quite fast, and you're going to need a way to recover from the turn 1 hand dump by removing their high value targets. Nothing helps quite like a replicated Shattering Spree. I wouldn't pull them from my sideboard after just a few testing matches.
Here are some math for yall to consider, I'm going to go through this quickly, because I typed all of it up, hit submit, then I lost it all, cus I was logged off.
I'm assuming we win turn 4, dropping 4 lands in total, with a max of 10 mana available to cast 7 spells.
The land to spell ratio should be:
18/60 * 10=3
As in by turn 3, you have 3 lands. We will work with the less ideal situation of 4 lands in 11 cards as stated above.
10/7 ~= 1.43
You want the average mana cost of your spells in your deck to be less than this number. The above content is not up for discussion.
If you draw 11 cards, check if you have enough damage to kill your opponent. Let's set the limit to be a bit higher, 23 life, it's always better to be safe than sorry.
23/11 ~= 2.1
So each card in your deck must average 2.1 damage per card. You take the average of the upper bound damage and lower bound damage of your deck, then you find the average average damage of each card. Direct damage spells just deals that much damage, creatures and spells with various conditions have actual upper and lower bound damages. Use your judgement. Figure out the damages of each card, times how many copies you have of that card, sum them all up, divide by 60.
Notes: When figuring out the average mana cost, include effective mana cost, dont include lands. When figuring out the average average damage per card, you do include lands, cus it's damage per card, not per spell.
I feel like my draws were not particularly great, I drew 6 lands in one of the games.
I played control mostly, sided out goblin guides, bolted key pieces and just ground them out.
They may be faster, but they still hinge on keeping a few key cards in play. Slowing them down, then getting 2 for 1's with fallout and spear is not too hard.
May just need to play the MU more, but it just feels like the aggro synergy deck just has a terrible MU against the all removal deck.
Meta cards: The hardest part of building a deck isnt building the deck, but building the deck and the SB to win against what you know you'll encounter. Making a deck may take a day or two, making the SB may take weeks.
Rakdos Charm wins against-
-storm
-graveyard
-eggs
-unburial gifts (i mean the thing is if they dont gifts as soon as they can, they're going to lose, so they need to bet on us not having rakdos charm)
-living end
Rakdos charm helps against-
-tarm (so any green)
-pod (if they're stupid, or if they have too low of health and thus cant infinite combo off, but hey, you can always destroy pod, the artifact with the charm)
-affinity (if you really have to kill an artifact, or if they got their bros out, then you just let him have it with mode 3)
-fae(cus you can mode 3 or you can destroy their swords, fae with swords attached is bad jojo)
-tokens (see affinity)
Blood moon wins against-
-tron
-valakut
Blood moon helps against-
-jund (not that they're gonna be a problem now i think)
-American midrange/tempo (do they have counterspells? I'm not too familiar with the deck)
Skullcrack + flames wins against-
-random healing from kitchen finks/tusk (kitchen tusk?), lightning helix, etc
-prot red who wanted to block goblin guide
-any type of red damage prevention
-martyr proc (even tho the deck isnt that great after the exit of zoo)
Skullcrack + flames helps against-
because having skullcrack randomly in MB means sometimes you may just game 1 get lucky against a bro playing lightning helix and kitchen tusk, it wins against support life gain by not getting slowed down, if they dont gain that tempo, they wont win before you count to 20.
Comments on Colors:
Short Answer: Splash for black for bump and rakdos charm.
Long Answer: So there are basically 3 types of splash,
-Rakdos (RB)
-Boros (RW)
-White enemy color wedge that wizard hasnt made the story to have a name yet. (RWB)
Reasons for Rakdos:
-bump is another head bolt that generally cant be prevented, because it's not damage. If you're having a really bad day, it can flashback, but you probably lost the game if you had to flashback bump.
-RAKDOS CHARM, this card doesnt have 1 single amazing effect; it has 3 amazing effects! Nah... but this card is worth the hype tho. This card can just do so much for 2 mana. It deals with ALL hard combos decks (decks that when it combos off, you just lose, it's not like when it combos off, theres like 4 3/3 on the field or something), because in modern, all of them have to use the graveyard. It deals with artifacts, helping against affinity and pod (if they're not smart or they're desperate, then they get hit by mode 3). It deals with any form of swarming by weenies, tokens, etc. ALL OF THIS CAN BE YOURS... IF THE PRICE IS RIGHT.
-discard cards... which i dont like, i think that's steering away from what burn is about, and I would support that if this was RDW (which is RX(X) creature aggro)), but burn is a very specific subset of RDW.
-Bob, again, not RDW, I dont like it.
Reasons for Boros:
-apparently Boros charm is hot cakes, but you know... no charm can be as good for color aggro decks as rakdos. You seem to only want to use mode 1..., which is an amazing mode... this card may be really good in other aggro decks, maybe RDW, maybe boros aggro, etc where you can use it's other modes. I dont know where this card can fit in a deck, but that doesnt mean the card is bad.
-Lightning helix, because if you shot webs, you win. Again, better in other decks than this deck.
-steppe Lynx if you got them 8 fetch lands, I dont... they cost too much IRL money.
-other reasons I cant think of, I dont know Boros very well.
Reasons for RWB:
-get the values, have both rakdos and boros charm and other cards to make your deck even better.
-Reasons why not RWB: because if you dont have fetch lands, you cant do it, main reason you want to do this is because Rakdos Charm is too damn good to pass up, but you still want Boros charm, which I really dont know is worth it... I feel like the colors RWB should be a creature aggro deck and not so much a RDW (where red is the primary color) or burn... I dont know, think about it, test it out.
I haven't seen the word domain used once. This surprises me. I play RWB burn with a stomping ground, a steam Vents, 8 fetches, and a play set of Tribal Flames. By our critical turn 4, you can manage 5 basics (Crypt, foundry, Vents, ground), I can usually pull off 4 (Crypt, foundry, and other). I've never once not been able to pull off 3 (which puts this card on par in damage to incinerate and brothers).
I can't think of one reason not to play at least a couple except the fact that my sideboard loses Blood Moon.
Domains a reasonable idea depending on how much agro you expect and realistically, isn't agro a bad matchup anyways? If we assume attacking decks are bad for us, but that Tribal increases our percentage against everything else, I could jump on board with that idea. Also, you really wouldn't lose moon out of the board because you could conceivably board out the flames for moon and deathrite shaman if you play him(her?) still lets you cast things like bump and helix.
The semi-exciting thing about playing flames for me is that I won't feel bad about not having searing blaze main anymore, but I'll still have an incredibly high powered card.
The real downside is that you'd probably want to play something like 22 lands to have a reasonable chance of hitting 4 land types and even then, we play blackleave cliffs, thus lowering the awesomeness of flames.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
I think perhaps to make the deck real solid, you would need to go tri-color... which is a shame, because to make it even better, just dont play burn...
To deal with leyline, you need white, but if we're going tri-color, we might as well play some sort of creature aggro deck, which i may fool around with making... i thought no one played leyline.
If you're running fetches, play a single Stomping Ground main for Back to Nature in the board. There's almost no opportunity cost here, especially if you're already using Deathrite Shaman.
Back to Nature also deals handily with the hexproof bogle deck.
I think perhaps to make the deck real solid, you would need to go tri-color... which is a shame, because to make it even better, just dont play burn...
To deal with leyline, you need white, but if we're going tri-color, we might as well play some sort of creature aggro deck, which i may fool around with making... i thought no one played leyline.
It is perfectly possible to play Burn tri-color. Especially with Bump and Boros Charm being cards. We are still counting to 20.
I haven't seen the word domain used once. This surprises me. I play RWB burn with a stomping ground, a steam Vents, 8 fetches, and a play set of Tribal Flames. By our critical turn 4, you can manage 5 basics (Crypt, foundry, Vents, ground), I can usually pull off 4 (Crypt, foundry, and other). I've never once not been able to pull off 3 (which puts this card on par in damage to incinerate and brothers).
I can't think of one reason not to play at least a couple except the fact that my sideboard loses Blood Moon.
I ran a domain burn pre-rotation. It worked pretty well and I averaged 4 damage per Tribal Flames. However, with the addition of Boros Charm, I found that I didn't need Tribal Flames and went with a slightly more consistent, if slightly less powerful, deck.
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no i dont have fetchlands, too expansive, i also dont run deathrite shaman, maybe i should... its just if i dont even run lavamancer, meh.
What I mean is if you're going 3 colors, you might as well not play burn, just go for RWB creature aggro, which is more solid than burn.
Well if you are sticking to just Red, the only solution to Leyline would be more creatures. Game 2 you just use your burn to clear a path for your creatures. Downside is that makes our clock slower I believe.
If you're running fetches, play a single Stomping Ground main for Back to Nature in the board. There's almost no opportunity cost here, especially if you're already using Deathrite Shaman.
Back to Nature also deals handily with the hexproof bogle deck.
Stomping Ground also turns on the other side of DRS which is excellent for dealing with Finks and weakening goyf. I am a big fan.
Deathrite does a lot for us. He fixes mana, uses your opponent's graveyard for fuel, and does damage without targeting which is occasionally important if you see a leyline and haven't drawn a disenchant.
It also has some minor game against Snapcaster Mage, reanimator decks and Kitchen Finks.
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Here are some math for yall to consider, I'm going to go through this quickly, because I typed all of it up, hit submit, then I lost it all, cus I was logged off.
I'm assuming we win turn 4, dropping 4 lands in total, with a max of 10 mana available to cast 7 spells.
The land to spell ratio should be:
18/60 * 10=3
As in by turn 3, you have 3 lands. We will work with the less ideal situation of 4 lands in 11 cards as stated above.
10/7 ~= 1.43
You want the average mana cost of your spells in your deck to be less than this number. The above content is not up for discussion.
If you draw 11 cards, check if you have enough damage to kill your opponent. Let's set the limit to be a bit higher, 23 life, it's always better to be safe than sorry.
23/11 ~= 2.1
So each card in your deck must average 2.1 damage per card. You take the average of the upper bound damage and lower bound damage of your deck, then you find the average average damage of each card. Direct damage spells just deals that much damage, creatures and spells with various conditions have actual upper and lower bound damages. Use your judgement. Figure out the damages of each card, times how many copies you have of that card, sum them all up, divide by 60.
Notes: When figuring out the average mana cost, include effective mana cost, dont include lands. When figuring out the average average damage per card, you do include lands, cus it's damage per card, not per spell.
I played control mostly, sided out goblin guides, bolted key pieces and just ground them out.
They may be faster, but they still hinge on keeping a few key cards in play. Slowing them down, then getting 2 for 1's with fallout and spear is not too hard.
May just need to play the MU more, but it just feels like the aggro synergy deck just has a terrible MU against the all removal deck.
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Rakdos Charm wins against-
-storm
-graveyard
-eggs
-unburial gifts (i mean the thing is if they dont gifts as soon as they can, they're going to lose, so they need to bet on us not having rakdos charm)
-living end
Rakdos charm helps against-
-tarm (so any green)
-pod (if they're stupid, or if they have too low of health and thus cant infinite combo off, but hey, you can always destroy pod, the artifact with the charm)
-affinity (if you really have to kill an artifact, or if they got their bros out, then you just let him have it with mode 3)
-fae(cus you can mode 3 or you can destroy their swords, fae with swords attached is bad jojo)
-tokens (see affinity)
Blood moon wins against-
-tron
-valakut
Blood moon helps against-
-jund (not that they're gonna be a problem now i think)
-American midrange/tempo (do they have counterspells? I'm not too familiar with the deck)
Skullcrack + flames wins against-
-random healing from kitchen finks/tusk (kitchen tusk?), lightning helix, etc
-prot red who wanted to block goblin guide
-any type of red damage prevention
-martyr proc (even tho the deck isnt that great after the exit of zoo)
Skullcrack + flames helps against-
because having skullcrack randomly in MB means sometimes you may just game 1 get lucky against a bro playing lightning helix and kitchen tusk, it wins against support life gain by not getting slowed down, if they dont gain that tempo, they wont win before you count to 20.
Comments on Colors:
Short Answer: Splash for black for bump and rakdos charm.
Long Answer: So there are basically 3 types of splash,
-Rakdos (RB)
-Boros (RW)
-White enemy color wedge that wizard hasnt made the story to have a name yet. (RWB)
Reasons for Rakdos:
-bump is another head bolt that generally cant be prevented, because it's not damage. If you're having a really bad day, it can flashback, but you probably lost the game if you had to flashback bump.
-RAKDOS CHARM, this card doesnt have 1 single amazing effect; it has 3 amazing effects! Nah... but this card is worth the hype tho. This card can just do so much for 2 mana. It deals with ALL hard combos decks (decks that when it combos off, you just lose, it's not like when it combos off, theres like 4 3/3 on the field or something), because in modern, all of them have to use the graveyard. It deals with artifacts, helping against affinity and pod (if they're not smart or they're desperate, then they get hit by mode 3). It deals with any form of swarming by weenies, tokens, etc. ALL OF THIS CAN BE YOURS... IF THE PRICE IS RIGHT.
-discard cards... which i dont like, i think that's steering away from what burn is about, and I would support that if this was RDW (which is RX(X) creature aggro)), but burn is a very specific subset of RDW.
-Bob, again, not RDW, I dont like it.
Reasons for Boros:
-apparently Boros charm is hot cakes, but you know... no charm can be as good for color aggro decks as rakdos. You seem to only want to use mode 1..., which is an amazing mode... this card may be really good in other aggro decks, maybe RDW, maybe boros aggro, etc where you can use it's other modes. I dont know where this card can fit in a deck, but that doesnt mean the card is bad.
-Lightning helix, because if you shot webs, you win. Again, better in other decks than this deck.
-steppe Lynx if you got them 8 fetch lands, I dont... they cost too much IRL money.
-other reasons I cant think of, I dont know Boros very well.
Reasons for RWB:
-get the values, have both rakdos and boros charm and other cards to make your deck even better.
-Reasons why not RWB: because if you dont have fetch lands, you cant do it, main reason you want to do this is because Rakdos Charm is too damn good to pass up, but you still want Boros charm, which I really dont know is worth it... I feel like the colors RWB should be a creature aggro deck and not so much a RDW (where red is the primary color) or burn... I dont know, think about it, test it out.
only if you have 8 fetch lands.
I can't think of one reason not to play at least a couple except the fact that my sideboard loses Blood Moon.
The semi-exciting thing about playing flames for me is that I won't feel bad about not having searing blaze main anymore, but I'll still have an incredibly high powered card.
The real downside is that you'd probably want to play something like 22 lands to have a reasonable chance of hitting 4 land types and even then, we play blackleave cliffs, thus lowering the awesomeness of flames.
I think perhaps to make the deck real solid, you would need to go tri-color... which is a shame, because to make it even better, just dont play burn...
To deal with leyline, you need white, but if we're going tri-color, we might as well play some sort of creature aggro deck, which i may fool around with making... i thought no one played leyline.
Back to Nature also deals handily with the hexproof bogle deck.
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It is perfectly possible to play Burn tri-color. Especially with Bump and Boros Charm being cards. We are still counting to 20.
What I mean is if you're going 3 colors, you might as well not play burn, just go for RWB creature aggro, which is more solid than burn.
I ran a domain burn pre-rotation. It worked pretty well and I averaged 4 damage per Tribal Flames. However, with the addition of Boros Charm, I found that I didn't need Tribal Flames and went with a slightly more consistent, if slightly less powerful, deck.
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Current decklists are posted here
Well if you are sticking to just Red, the only solution to Leyline would be more creatures. Game 2 you just use your burn to clear a path for your creatures. Downside is that makes our clock slower I believe.
Stomping Ground also turns on the other side of DRS which is excellent for dealing with Finks and weakening goyf. I am a big fan.
I'm already BR
Not dumb at all. However, you should still have lands that produce white if you are going to run Boros Charm.
It also has some minor game against Snapcaster Mage, reanimator decks and Kitchen Finks.
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