You have too much creatures here and not enough Burn imho.
Guttersnipe is a really slow (and vulnerable) payoff here and works against the plan of emptying the hand for Flame.
I'd replace it with another burn spell like Chandra's Pyrohelix or Hungry Flames/Open Fire, another option can be a global pump spell like Trumpet Blast for a surprise alpha-strike.
Fair points. The main reason I would defend the guttersnipe pick is that it enhances the flame of the keld significantly. It adds 4 damage to every instant I cast. In testing I found I played him often the turn after playing keld to set up or when I didn't have a keld.
I like the chandra's Pyrohelix and I think I'll add that into the deck somewhere. However hungry flames/open fire might still be sideboard material since at 3 mana you can't cast multiple burn spells on the turn keld pops. And thats what you want to do to help win. A five damage 3 mana spell is good but 2 lower cost damage spells would be better. Hungry Flames just is that amazing since with keld it does 5 to creature and 4 to player for 3. But it has to have a creature to target.
I might take out fanatical firebarnd. I chose to see him as lightning bolt for when keld pops and for a ping on turn one otherwise.
I like the pump spells and I think I should play around with it. Combat damage on the turn keld pops isn't reliable but this might make it better. Especially Invigorated rampage.
I'm currently trying to brew this up again. I'm starting with a simple rule of 9, and the idea that all of our cards should be worth some amount of damage. I don't know how much life gain is in Standard right now, and we don't have a way to prevent it, so this might just suck. But, I'm a sucker for burn and at every rotation I try to brew it again. We have enough to make it B/R or just straight Red, but I'm gonna post some of my "Rule of 9" deck lists below. (Rule of 9 means we're just going with 9 4 ofs and 24 lands.)
I'm not sure. I think both of those cards are likely bad, but we're playing plenty of bad cards. The reason I give Ghitu Lavarunner the nod over it is because the difference between a 1/1 and a 2/2 is huge. The reason I give Firebrand the nod over it is because firebrand is at least one damage, and a guaranteed 3 damage when keld is triggered. Also, you don't want to be saccing your creatures when your game plan is to hit with as many red sources of damage as possible.
I think Experimental Frenzy is just a bad Flame of Keld. You draw a card every turn that you can't use without paying a 4 mana tax. You have to pay a 4 mana tax to try and chain spells together off the top of your deck. How many can you get a turn? 2? And theyre just going to be mediocre burn spells. At least with Flame, your burn spells are a LOT better at finishing off the game after you draw them.
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4 Bomat Courier
4 fanatical firebrand
4 ghitu lavarunner
4 soul-scar mage
4 viashino pyromancer
4 guttersnipe
4 The Flame of Keld
Instant
4 shock
4 wizard's lightning
4 lightning strike
I'm still playing around with the sideboard considering fiery cannonade and hungry flames against aggro. Abrade, Chandra's defeat and magma spray as well
Guttersnipe is a really slow (and vulnerable) payoff here and works against the plan of emptying the hand for Flame.
I'd replace it with another burn spell like Chandra's Pyrohelix or Hungry Flames/Open Fire, another option can be a global pump spell like Trumpet Blast for a surprise alpha-strike.
Another creature I'd consider replacing is Fanatical Firebrand as a 1/1 won't usually deal enough damage.
Earthshaker Khenra is an option as it does have some evasion and potential late game value or a pump spell like:
Built to Smash/Consuming Fervor/Invigorated Rampage which can be pseudo-burn spells or help your creatures in combat.
Another way to push through damage are spells like Wrangle/Kari Zev's Expertise though they might be better as SB cards.
I like the chandra's Pyrohelix and I think I'll add that into the deck somewhere. However hungry flames/open fire might still be sideboard material since at 3 mana you can't cast multiple burn spells on the turn keld pops. And thats what you want to do to help win. A five damage 3 mana spell is good but 2 lower cost damage spells would be better. Hungry Flames just is that amazing since with keld it does 5 to creature and 4 to player for 3. But it has to have a creature to target.
I might take out fanatical firebarnd. I chose to see him as lightning bolt for when keld pops and for a ping on turn one otherwise.
I like the pump spells and I think I should play around with it. Combat damage on the turn keld pops isn't reliable but this might make it better. Especially Invigorated rampage.
Mono Red Burn
4 Fanatical Firebrand
4 Lightning Strike
4 Viashino Pyromancer
4 Ghitu Lavarunner
4 Wizard's Lightning
4 Shock
4 Risk Factor
4 Vance's Blasting Cannons
Mono Red Sly-kin
4 Run Amok
4 Runaway Steam-kin
4 Ghitu Lavarunner
4 Fanatical Firebrand
4 Lightning Strike
4 Flame of Keld
4 Viashino Pyromancer
4 Banefire
B/R Browbeat
4 Lightning Strike
4 Soveriegns Bite
4 Wizard's Lightning
4 Viashino Pyromancer
4 Tattered Mummy
4 Chainer's Torment
4 Risk Factor
4 Swordpoint Diplomacy
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
I think Experimental Frenzy is just a bad Flame of Keld. You draw a card every turn that you can't use without paying a 4 mana tax. You have to pay a 4 mana tax to try and chain spells together off the top of your deck. How many can you get a turn? 2? And theyre just going to be mediocre burn spells. At least with Flame, your burn spells are a LOT better at finishing off the game after you draw them.