Overview
The deck plays as a low to the ground aggressive Red aggro deck. It focuses on taking advantage of the tempo of Earthshaker Khenra and Ahn-Crop Crasher to make it difficult for the opponent to block while it punches through with damage early in the game. It finishes the game with the reach from Burn, Ramunap Ruins, and Hazoret.
Courier is an interesting option. While it does not hit very hard, it comes out early and if your opponent does not respect a T1 Bomat, then you can setup a pretty good hand to draw into later in the game when you are starting to gas out. Generally at worst it can be cycled for a card.
A solid option in the 1-drop slot if you are running enough spells to trigger it's prowess. The extra ability is excellent paired with instant speed burn spells. For example, if an opponent blocks your Mage with a 4/4, you could Shock the blocker before damage to reduce it to a 2/2. Then due to prowess, your now 2/3 Mage will kill the blocker without dying himself. Mage is strong in the Mirror as it can help deal with opposing Hazorets.
The new 1-drop with 2-power. Unfortunately, its 2-power is conditional and means that it likely won't be attacking until turn 3. You will want to be playing this in a deck that is playing at least 10 total 1-drops to make sure that this is a 2/2 early and often.
A strong aggressive creature in a deck that can consistently enable it. This card requires about 10-14 early game artifacts to turn on reliably. It likely plays the best in a deck splashing black, as that opens up some of the best artifact and spell options.
2-Drops
Hasty threat with a moderate size body. It's main draw is its enter the battlefield trigger, which paired with other Panic effects in the deck, make this deck hard to stablize against early in the game. It's Eternalize ability also gives the deck a little bit more staying power in a longer drawn out game.
Solid 2-drop which attacks for an evasive 3 damage owing to the token and her own Menace. She also survives Shocks and Magma Sprays. Her main draw back is being legendary status and otherwise not dealing much damage herself if they have a blocker that can handle the token.
This card is the reason to run the black splash. At a base level, its an aggressive 2-drop. Later in the game it is a difficult to deal with recursive threat. Excellent in a meta where you are expecting control decks or otherwise longer removal heavy matchups.
Conversely, this card would seem to be the main reason to run a White Splash. The front side doesn't do a whole lot, but flipping is easy. It is the back side which we want. It replaces the now banned Ramunap Ruins as a difficult to interact with damage source in the late game. It has further utility as conditional removal against creatures. Soul-Scar Mage is an interesting way to get a bit more value from the initial front side trigger. It is worth considering as part of the line-up if you run Path.
3-Drops
Goblin Heelcutter 2.0, this card can be very annoying for midrange decks that prefer to cast one large body brick wall to stablize. This is another essential piece of the deck, as the strategy requires a critical mass of the Panic effect.
Strong Red creature that saw a lot of play in Kaladesh standard alongside vehicles. It is still very good on it's own, especially in a deck looking to keep a decent artifact count. It's also a strong sideboard option for the mirror, providing multiple blockers that will often trade for something.
4-Drops
A hard hitting, hard to kill, hasty threat for the top end of the curve. It's discard ability gives the deck a certain amount of inevitability. With Hazoret in the deck, it is important to keep the curve of the deck low so that you can clear out your hand quickly and allow Hazoret to attack quickly as possible. It is also reasonable to consider going to 23-24 lands in order to cast her on curve.
Very versatile threat that can serve as removal, ramp, card draw, and direct damage. I think this card excels in the removal heavy matchups, where the planeswalker type might be harder for them to deal with once it is resolved.
5-Drops
A very strong top end. This is often going to be in the sideboard for when the deck decides to go a bit bigger. This dragon is strong enough for the mainboard. Just make sure to be running enough lands main or side to bring your count up to around 24-25 so that you can cast it on time.
Spells
At instant speed and 1 mana, the only thing to complain about is that it isn't Lightning Bolt. Shock is a solid burn spell that is efficient and can hit the player if needed.
It deals 3, costs 2, and is instant speed. Most importantly it hits the opponent. Efficient Burn is great in this deck, as the game plan often revolves around dealing early damage and then using the reach of Burn and Ramunap ruins to get the last points of damage in. This is a core staple of the deck.
Versatile removal that can kill Vehicles along with some of the larger artifact creatures like the Gearhulks. In a vacuum, the deck would prefer to play regular burn spells, to give it reach, but Abrade in certain metas will outperform those cards in its versatility.
If you can get your black source count to around 12-13 and your artifact count up around the same, this card becomes one of the best possible spells you could run, providing unconditional removal and reach at instant speed.
Lands
BANNED Ruins gives the deck a little added reach in the late game at very little cost. It makes flooding almost impossible, as each late game land draw potentially becomes extra points of damage. As a result it makes running 23-24 land main viable, allowing the deck to play out its curve more consistently.
On its own it does somewhat little, though every damage matters. When paired with Ramunap Ruins it becomes excellent. Ruins allows you to sacrifice any Desert, so you can choose Sunscorched Desert first before deciding to bin the Ruins itself.
Usually this is just another desert to bring the count up in the deck and get sacrificed to Ramunap Ruins. Utility land against decks that rely on graveyards.
Other/Sideboard
Chandra's Defeat - Hate card for the mirror. The main target for this spell is Glorybringer, that likely comes in after board.
Rampaging Ferocidon - BANNED Anti-lifegain sideboard tech which could be relevant against certain decks that plan on fighting you post-board with lifegain. Main boardable if you are expecting a lot of Approach of the Second Sun decks.
Aethersphere Harvester - An excellent sideboard option for the mirror match, allowing you to both block just about anything from the opposing Red deck, and gain a significant amount of life in the process.
Vance's Blasting Cannons - Outpost Siege 2.0. This will operate a bit like Chandra in terms of card advantage, except it is much more durable. Its Legendary Status is a drawback, though you can potentially flip the first before you cast the second. The flip is optional, allowing you to keep the second one on board indefinitely. Best against control matchups.
Sweltering Suns - Normally you would not expect for a Red aggro deck to pack sweepers in its sideboard. However, with access to cards like Chandra, Vance, and Glorybringer post-board, it is sometimes correct to go big against decks that are hoping to clog up the board and overwhelm you.
Harsh Mentor - A card that can be very good against decks like Temur Energy that are apt to activate abilities often. It also hits decks heavy on vehicles, artifacts, or lands with activated abilities as well.
Sand Strangler - A good option against other aggressive decks. Very tempo positive, as you get a body while removing one of theirs. Just be mindful of the curve when siding this in. Furthermore, you will want at least 10 Deserts in the deck to reliably enable its trigger.
Kari Zev's Expertise - Fits in well with the Panic plan, allowing you to both remove a blocker and get an extra attacker for the turn. Best against decks running large beefy creatures.
Magma Spray - While this does not hit players, it does have the relevant exiling text and is instant speed. If you expect a lot mirrors or Scrounger matchups, this could be a better option than Shock.
Release the Gremlins - A great alternative artifact hate card to Abrade, which gives you a body or two to attack with afterwards. Don't be hesitant to cast this for 3 mana, as that alone is good value.
Lathnu Hellion - An aggressive 3-drop that has seen some sparse play as a means to put on extra pressure. While it is better in a deck that can keep it around longer, it is solid on its own. However, it fights with a lot of other quality options in its slot, and is unlikely to supplant Crasher.
Repeating Barrage - Somewhat slow and inefficient at first, but excellent in the late game where it provides a constant source of Burn as long as you have something to attack with. It performs best in long grindy matchups and against counter spell decks, allowing you to do something without necessarily risking a spell.
Excellent, fresh new primer for the new format! Was able to playtest one match against a Budget B/R Aggro build and pulled off a successful match 1 with the deck. I'm very excited to see how the deck performs.
with 12 removal that can deal with T2 Constrictor and Longtusk Cub with 2 Energy from T1 Attune with Aether, the deck can really run ahead fast.
of course, the true test of the deck is vs Temur Energy and Dinosaurs, but i believe that with luck, the splash black for sideboard card Harsh Scrutiny the deck can hopefully pick off T4 Bristling Hydra or Ripjaw Raptor before they hit the board.
hopefully, i can playtest the deck vs those 2 before FNM, because i know for sure there will be people running those.
You missed what is arguably the best 3 drop for red in the format and it has been winning me games since June and he is Lathnu Hellion. Respek!
Lol. I've added it to the other/sideboard section. I try to keep the list limited to cards that have seen play in successful decks, but I do remember random Hellions showing up in the previous format.
I think you want to reverse the numbers on Soul-Scar Mage and Rigging Runner. The runner is just so bad if it's your only one drop.
I've been testing with both for a bit on MTGO and I actually sort of think Rigging Runner is stronger overall than Mage. The latter comes in handy in the mirror, but otherwise is pretty anemic as a threat.
You missed what is arguably the best 3 drop for red in the format and it has been winning me games since June and he is Lathnu Hellion. Respek!
Lol. I've added it to the other/sideboard section. I try to keep the list limited to cards that have seen play in successful decks, but I do remember random Hellions showing up in the previous format.
I think you want to reverse the numbers on Soul-Scar Mage and Rigging Runner. The runner is just so bad if it's your only one drop.
I've been testing with both for a bit on MTGO and I actually sort of think Rigging Runner is stronger overall than Mage. The latter comes in handy in the mirror, but otherwise is pretty anemic as a threat.
Really? I always knew Rigging Runner would be a viable option, but it just seems like a hit or miss with the amount of 1 drops. By the way, how's the Repeating Barrage treating you so far? And No Chandra's in the main?
Rigging Runner is better than Gorger in some spots. In the previous list, I would cast Bomat Courier T1 even with Gorger in hand, so timing is no different. Basically Runner is bad exactly on Turn 1 when you have no other early plays. Most other times getting it to a 2/2 is not hard.
Rigging Runner is better than Gorger in some spots. In the previous list, I would cast Bomat Courier T1 even with Gorger in hand, so timing is no different. Basically Runner is bad exactly on Turn 1 when you have no other early plays. Most other times getting it to a 2/2 is not hard.
I see, but my question to you is this: Rigging Runner worth playing a 4 of and is it worth playing over Chandra in MB? The games I've been playtesting, I've noticed how strong Chandra really is in the first place. I'm not so sure I would want to put Rigging Runner over her.
with 12 removal that can deal with T2 Constrictor and Longtusk Cub with 2 Energy from T1 Attune with Aether, the deck can really run ahead fast.
of course, the true test of the deck is vs Temur Energy and Dinosaurs, but i believe that with luck, the splash black for sideboard card Harsh Scrutiny the deck can hopefully pick off T4 Bristling Hydra or Ripjaw Raptor before they hit the board.
hopefully, i can playtest the deck vs those 2 before FNM, because i know for sure there will be people running those.
I don't hate the way your list looks, but I feel like the omission of Cut // Ribbons is worth talking about. It is a removal spell that doubles as additional reach and, relevantly, a late-game manasink. A current meta flaw for us is the fact that Approach can freely cast Settle the Wreckage without punishment because, frankly, we have very few ways to make use of the additional land. Cut // Ribbons certainly doesn't solve that issue, but it gives us *something* to try to use StW's 'drawback' in our favor.
A quick shout-out to Nevelo for giving us a clean starting point. The work you do is appreciated. I noticed you had Rampaging Ferocidon in the SB discussion. That could well be where it belongs, but I've actually started playing 3 main. Menace is a relevant keyword for us and the ping damage adds up in the game of inches we're usually playing. I'd be interested to hear what your experiences with it have been.
Why not play three each of Runner and Soul-Scar instead of 4/2?
I could see going 3/3. As mentioned, I think it's performed better overall than Mage in my own games, hence why I've split it the way I have. The sample lists will get updated once we have some successful shells to refer to.
I noticed you had Rampaging Ferocidon in the SB discussion. That could well be where it belongs, but I've actually started playing 3 main. Menace is a relevant keyword for us and the ping damage adds up in the game of inches we're usually playing. I'd be interested to hear what your experiences with it have been.
I could see Ferocidon being a mainboard card if the UW Approach lists become a significant part of the meta. There is a lot of lifegain in those decks which can make the matchup pretty frustrating. Actually, my addition of it in the sample lists is informed directly by my run ins with it on MTGO.
For what its worth, the only day 1 undefeated list at the SCG open was AotSS. I'll check back tomorrow to see how the top 8 shakes out, but atm it appears the hour of frustration may be upon us.
with 12 removal that can deal with T2 Constrictor and Longtusk Cub with 2 Energy from T1 Attune with Aether, the deck can really run ahead fast.
of course, the true test of the deck is vs Temur Energy and Dinosaurs, but i believe that with luck, the splash black for sideboard card Harsh Scrutiny the deck can hopefully pick off T4 Bristling Hydra or Ripjaw Raptor before they hit the board.
hopefully, i can playtest the deck vs those 2 before FNM, because i know for sure there will be people running those.
I don't hate the way your list looks, but I feel like the omission of Cut // Ribbons is worth talking about. It is a removal spell that doubles as additional reach and, relevantly, a late-game manasink. A current meta flaw for us is the fact that Approach can freely cast Settle the Wreckage without punishment because, frankly, we have very few ways to make use of the additional land. Cut // Ribbons certainly doesn't solve that issue, but it gives us *something* to try to use StW's 'drawback' in our favor.
what's the target against U/W approach? they don't run any creatures, based from the lists i saw at MTGO. thus the only ways to put Cut//Ribbons in the GY are:
1. target your own creature
2. discard via Hazoret
3. discard via Bomat Courier
so i feel Cut//Ribbons i feel is actually bad against them. no targets, Cut side doesn't go to the dome, and no element of surprise because Ribbons should be in the GY to cast so the opponent will be ready with a counterspell.
i think R/x Aggro should just focus on aggression and playing around board wipes when dealing with U/W Approach. in my deck's case, it will do just that plus some number of Duress from the SB (Fatal Push doesn't do anything against them either, so i'll board them out) to catch those board wipes or Approach of the Second Sun itself.
as for the card Cut//Ribbons, it could fit in the deck, maybe replace some Shock or be in the Sideboard against grindy matchups. i don't know for certain, though. i'll find out next FNM.
thank you for bringing up that important topic. gave me the opportunity to think and reconsider.
As I mentioned before the thread got archived as one of the first people to be playing this deck back in June of this year and the innovator around Ramnunap Red I must insist that playing 1 drop creatures is not good enough for the new standard environment.
Without further ado this is the deck I'll be playing this month:
There was a Ramunap Red deck featured SCG Vs Series earlier in the week that did not play any 1-drops. Though, I can’t say it performed very well at 0-5.
So this is what I have after making a few updates, I'm still very puzzled on what the sideboard should be. 3 Glorybringer and 3 Rampaging Ferocidon is going to be a complete necessity against the new format changes. Any feedback is appreciated!
The 1 of Repeating Barrage is currently being tested and needs some more testing before I make a decision, if I do pull it out for the 4th Abrade it does free up 1 slot in the sideboard in which I am thinking of adding 1 Scavenger Grounds to help curving when I go large or putting in a 3rd Chandra, Torch of Defiance
In comment of the going large is a necessity. I actually do not believe it is really is as of now. I understood the RG Dino situation being a problem; however, after watching SCG Dallas it appears UW Approach is a force to be reckon with and the Dino's are just not there quite yet. I do believe Ferocidon is a necessity now and can even be MB material depending one what you expect.
For the record, there were 12 mono red deck lists (and one RB) in the Top 32 of the MTGO Standard PTQ today. All of them (except the RB list) ran at least 8 one-drops (4 Bomat, 4 Soul-Scar Mage), so it doesn't seem to be a problem. The lists seem to be fairly consistent, as well, and pretty close to what we've been talking about here. No Raid Hammers though, which is disappointing ( ).
I really do like this sb package as it hit's all the decks we'd expect to see in any major tournament. One thing I have noticed too is decks running roughly 3 Chandra's in the 75 and only 1 MB in order to keep Hazoret at a 4 of. I'm going to go test that out as well and see if it's missed.
Personally, the MB of the top 2 list is a stock list we've been running since the format shift but the sb package I'm a bit hesitant on. I can understand why he'd run 4 Chandra's defeats as he expects a lot of mirror matches, but normally that won't be the case in any local or pptq tournament. Harsh Mentor is an interesting tech that can be worth trying out. I feel 4 Glorybringers, though it is an excellent card, is just too many to play in. I feel 3 is a perfect amount to sideboard in with the ability to give us some versatility in those matches we need Glorybringers.
Also note, the top 2 list did not run a single Ferocidon in the 75; however, even the commentators mentioned how strong Ferocidon was in the match they featured during the swiss. With the expected rise of U/W Approach decks, I believe 3 is necessary as well to put in.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
BB8-RackBB
Pauper:
UUDelverlUU
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Mtg Lifestyle
4 Bomat Courier
4 Earthshaker Khenra
3 Hazoret the Fervent
4 Inventor's Apprentice
4 Ahn-Crop Crasher
4 Scrapheap Scrounger
4 Lightning Strike
4 Shock
4 Unlicensed Disintegration
Artifacts 2
2 Key to the City
2 Canyon Slough
4 Dragonskull Summit
13 Mountain
4 Spire of Industry
it's basically 50-50. whoever was on the play won.
i adjusted the deck and playtested again this morning. win rate is now around 70%. definitely can win even on the draw.
4 Bomat Courier
4 Earthshaker Khenra
2 Hazoret the Fervent
4 Soul-scar Mage
4 Ahn-Crop Crasher
4 Scrapheap Scrounger
4x Shock
4x Lightning Strike
2x Fatal Push
2x Abrade
4x Unlicensed Disintegration
4 Dragonskull Summit
2 Canyon Slough
4 Swamp
12 Mountain
with 12 removal that can deal with T2 Constrictor and Longtusk Cub with 2 Energy from T1 Attune with Aether, the deck can really run ahead fast.
of course, the true test of the deck is vs Temur Energy and Dinosaurs, but i believe that with luck, the splash black for sideboard card Harsh Scrutiny the deck can hopefully pick off T4 Bristling Hydra or Ripjaw Raptor before they hit the board.
hopefully, i can playtest the deck vs those 2 before FNM, because i know for sure there will be people running those.
Lol. I've added it to the other/sideboard section. I try to keep the list limited to cards that have seen play in successful decks, but I do remember random Hellions showing up in the previous format.
I've been testing with both for a bit on MTGO and I actually sort of think Rigging Runner is stronger overall than Mage. The latter comes in handy in the mirror, but otherwise is pretty anemic as a threat.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Really? I always knew Rigging Runner would be a viable option, but it just seems like a hit or miss with the amount of 1 drops. By the way, how's the Repeating Barrage treating you so far? And No Chandra's in the main?
BB8-RackBB
Pauper:
UUDelverlUU
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
I see, but my question to you is this: Rigging Runner worth playing a 4 of and is it worth playing over Chandra in MB? The games I've been playtesting, I've noticed how strong Chandra really is in the first place. I'm not so sure I would want to put Rigging Runner over her.
BB8-RackBB
Pauper:
UUDelverlUU
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
I don't hate the way your list looks, but I feel like the omission of Cut // Ribbons is worth talking about. It is a removal spell that doubles as additional reach and, relevantly, a late-game manasink. A current meta flaw for us is the fact that Approach can freely cast Settle the Wreckage without punishment because, frankly, we have very few ways to make use of the additional land. Cut // Ribbons certainly doesn't solve that issue, but it gives us *something* to try to use StW's 'drawback' in our favor.
A quick shout-out to Nevelo for giving us a clean starting point. The work you do is appreciated. I noticed you had Rampaging Ferocidon in the SB discussion. That could well be where it belongs, but I've actually started playing 3 main. Menace is a relevant keyword for us and the ping damage adds up in the game of inches we're usually playing. I'd be interested to hear what your experiences with it have been.
I could see going 3/3. As mentioned, I think it's performed better overall than Mage in my own games, hence why I've split it the way I have. The sample lists will get updated once we have some successful shells to refer to.
I could see Ferocidon being a mainboard card if the UW Approach lists become a significant part of the meta. There is a lot of lifegain in those decks which can make the matchup pretty frustrating. Actually, my addition of it in the sample lists is informed directly by my run ins with it on MTGO.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
what's the target against U/W approach? they don't run any creatures, based from the lists i saw at MTGO. thus the only ways to put Cut//Ribbons in the GY are:
1. target your own creature
2. discard via Hazoret
3. discard via Bomat Courier
so i feel Cut//Ribbons i feel is actually bad against them. no targets, Cut side doesn't go to the dome, and no element of surprise because Ribbons should be in the GY to cast so the opponent will be ready with a counterspell.
i think R/x Aggro should just focus on aggression and playing around board wipes when dealing with U/W Approach. in my deck's case, it will do just that plus some number of Duress from the SB (Fatal Push doesn't do anything against them either, so i'll board them out) to catch those board wipes or Approach of the Second Sun itself.
as for the card Cut//Ribbons, it could fit in the deck, maybe replace some Shock or be in the Sideboard against grindy matchups. i don't know for certain, though. i'll find out next FNM.
thank you for bringing up that important topic. gave me the opportunity to think and reconsider.
Without further ado this is the deck I'll be playing this month:
2 Desert of the Fervent
2 Hostile Desert
4 Sunscorched Desert
2 Ramunap Ruins
13 Mountain
Spells 14
4 Lightning Strike
4 Magma Spray
4 Harnessed Lightning
2 Abrade
4 Ahn-crop Crasher
4 Lathnu Hellion
4 Glorybringer
4 Earthshaker Khenra
3 Aether Chaser
3 Hazoret the Fervent
2 Heart-Piercer Manticore
1 Insult // Injury
2 Sweltering Suns
2 Chandra's Defeat
2 Fling
2 Kari Zev's Expertise
2 Sand Strangler
2 Captivating Crew
2 Repeating Barrage
Here's the info on sideboarding:
VS mirror match - mono red or R/B
Take out:
2 Heart-piercer manticore
2 Glorybringer
1 Ahn-crop crasher
Put in:
2 Sand Strangler
2 Chandra's Defeat
1 Insult//Injury
VS Temur energy decks:
Take out:
2 Heart-piercer Manticore
2 Glorybringer
2 Ahn-crop Crasher
Put in:
2 Sweltering Suns
2 Kari Zev's Expertise
2 Fling
VS Control decks aka. U/W control
Take out:
4 Magma Spray
1 Harnessed Lightning
Put in:
2 Captivating Crew
2 Repeating Barrage
1 Insult//Injury
VS R/G Dinos
Take out:
2 Heart-piercer manticore
2 Magma Spray
2 Abrade
Put in:
2 Kari Zev's Expertise
2 Fling
2 Captivating Crew
That's about it for now!
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Mtg Lifestyle
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Bomat Courier
4 Soul-Scar Mage
4 Earthshaker Khenra
3 Kari Zev, Skyship Raider
4 Ahn-Crop Crasher
3 Hazoret the Fervent
Spells:14
4 Shock
3 Abrade
4 Lightning Strike
1 Repeating Barrage
2 Chandra, Torch of Defiance
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
3 Glorybringer
1 Abrade
2 Aethersphere Harvester
2 Chandra's Defeat
1 Sweltering Suns
1 Vance's Blasting Cannons
3 Rampaging Ferocidon
2 Pia Nalaar
So this is what I have after making a few updates, I'm still very puzzled on what the sideboard should be. 3 Glorybringer and 3 Rampaging Ferocidon is going to be a complete necessity against the new format changes. Any feedback is appreciated!
The 1 of Repeating Barrage is currently being tested and needs some more testing before I make a decision, if I do pull it out for the 4th Abrade it does free up 1 slot in the sideboard in which I am thinking of adding 1 Scavenger Grounds to help curving when I go large or putting in a 3rd Chandra, Torch of Defiance
In comment of the going large is a necessity. I actually do not believe it is really is as of now. I understood the RG Dino situation being a problem; however, after watching SCG Dallas it appears UW Approach is a force to be reckon with and the Dino's are just not there quite yet. I do believe Ferocidon is a necessity now and can even be MB material depending one what you expect.
BB8-RackBB
Pauper:
UUDelverlUU
the top 3 RR decks appear to be clones of each other.
seems like the rest is "play cheap creatures, top with Hazoret, have Ramunap Ruins" decks.
(And no, I don't actually mean that to sound as sarcastic as it does...)
For reference, here are the top8 lists from the MTGO PTQ in deck tags:
4 Ahn-Crop Crasher
4 Bomat Courier
4 Earthshaker Khenra
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
3 Rigging Runner
4 Soul-Scar Mage
1 Chandra, Torch of Defiance
Instant (9)
1 Abrade
4 Lightning Strike
4 Shock
Land (24)
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
1 Scavenger Grounds
3 Abrade
2 Chandra, Torch of Defiance
2 Aethersphere Harvester
2 Chandra's Defeat
3 Glorybringer
2 Pia Nalaar
4 Ahn-Crop Crasher
4 Bomat Courier
4 Earthshaker Khenra
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
4 Soul-Scar Mage
Planeswalker (1)
1 Chandra, Torch of Defiance
4 Abrade
4 Lightning Strike
4 Shock
Land (24)
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
2 Chandra, Torch of Defiance
1 Aethersphere Harvester
2 Chandra's Defeat
3 Glorybringer
1 Insult // Injury
3 Rampaging Ferocidon
1 Sorcerous Spyglass
1 Sweltering Suns
1 Vance's Blasting Cannons
4 Ahn-Crop Crasher
4 Bomat Courier
4 Earthshaker Khenra
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
4 Soul-Scar Mage
Planeswalker (1)
1 Chandra, Torch of Defiance
4 Abrade
4 Lightning Strike
4 Shock
Land (24)
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
2 Chandra, Torch of Defiance
1 Aethersphere Harvester
2 Chandra's Defeat
3 Glorybringer
1 Pia Nalaar
3 Rampaging Ferocidon
1 Sweltering Suns
1 Vance's Blasting Cannons
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
ah. well, it's early morning here, i just woke up and tuned in to SCG Dallas when i saw your post so i search for the list. i missed the difference.
i missed seeing the final round, but it seems RR took top 2 at SCG Dallas, beaten by Sultai Energy. no decklists available as of this post, though.
update: the top 2 RR list
4 Bomat Courier
4 Ahn-Crop Crasher
4 Earthshaker Khenra
4 Soul-Scar Mage
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
Spells 12
4 Abrade
4 Lightning Strike
4 Shock
1 Chandra, Torch of Defiance
Lands 24
14 Mountain
4 Ramunap Ruins
2 Scavenger Grounds
4 Sunscorched Desert
4 Glorybringer
1 Harsh Mentor
4 Chandra's Defeat
2 Pia Nalaar
3 Chandra, Torch of Defiance
1 Mountain
looks similar if not identical to the top MTGO PTQ lists.
2 Chandra, Torch of Defiance
1 Aethersphere Harvester
2 Chandra's Defeat
3 Glorybringer
1 Pia Nalaar
3 Rampaging Ferocidon
1 Sweltering Suns
1 Vance's Blasting Cannons
1 Abrade (Given I am running 1 Repeating Barrage for testing. This can easily be switched back into a Scavenger Grounds if Barrage doesn't work out)
I really do like this sb package as it hit's all the decks we'd expect to see in any major tournament. One thing I have noticed too is decks running roughly 3 Chandra's in the 75 and only 1 MB in order to keep Hazoret at a 4 of. I'm going to go test that out as well and see if it's missed.
Personally, the MB of the top 2 list is a stock list we've been running since the format shift but the sb package I'm a bit hesitant on. I can understand why he'd run 4 Chandra's defeats as he expects a lot of mirror matches, but normally that won't be the case in any local or pptq tournament. Harsh Mentor is an interesting tech that can be worth trying out. I feel 4 Glorybringers, though it is an excellent card, is just too many to play in. I feel 3 is a perfect amount to sideboard in with the ability to give us some versatility in those matches we need Glorybringers.
Also note, the top 2 list did not run a single Ferocidon in the 75; however, even the commentators mentioned how strong Ferocidon was in the match they featured during the swiss. With the expected rise of U/W Approach decks, I believe 3 is necessary as well to put in.
BB8-RackBB
Pauper:
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Couple more in Top 16 of the Open as well as two in the Top 8 of the SCG Classic.
4 Bomat Courier
4 Ahn-Crop Crasher
4 Earthshaker Khenra
1 Glorybringer
3 Rigging Runner
4 Soul-Scar Mage
3 Hazoret the Fervent
2 Kari Zev, Skyship Raider
2 Chandra, Torch of Defiance
Lands (24)
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
Spells (9)
3 Abrade
4 Lightning Strike
2 Shock
1 Key to the City
4 Harsh Mentor
2 Rampaging Ferocidon
1 Abrade
2 Chandra's Defeat
2 Pia Nalaar
1 Vance's Blasting Cannons
2 Kari Zev's Expertise
4 Bomat Courier
4 Ahn-Crop Crasher
4 Earthshaker Khenra
4 Soul-Scar Mage
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
Planeswalkers (2)
2 Chandra, Torch of Defiance
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
Spells (11)
3 Abrade
4 Lightning Strike
4 Shock
3 Glorybringer
4 Rampaging Ferocidon
2 Sand Strangler
1 Abrade
3 Chandra's Defeat
2 Chandra, Torch of Defiance
4 Bomat Courier
4 Ahn-Crop Crasher
4 Earthshaker Khenra
1 Rampaging Ferocidon
4 Soul-Scar Mage
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
2 Chandra, Torch of Defiance
Lands (24)
15 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
Spells (10)
2 Abrade
4 Lightning Strike
4 Shock
2 Aethersphere Harvester
3 Glorybringer
1 Rampaging Ferocidon
2 Sand Strangler
1 Abrade
3 Chandra's Defeat
1 Magma Spray
1 Chandra, Torch of Defiance
1 Scavenger Grounds
4 Bomat Courier
4 Ahn-Crop Crasher
4 Earthshaker Khenra
4 Soul-Scar Mage
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
Planeswalkers (2)
2 Chandra, Torch of Defiance
14 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
4 Sunscorched Desert
Spells (12)
4 Abrade
4 Lightning Strike
4 Shock
2 Aethersphere Harvester
2 Glorybringer
4 Chandra's Defeat
2 Vance's Blasting Cannons
2 Chandra, Torch of Defiance
2 Kari Zev's Expertise
1 Scavenger Grounds
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)