What do you guys think of the lists in the MTGO leagues that went 5-0?
Looks pretty streamlined to me especially to beat splinter cat, and a little sideboard for midrange strategies. Gonna give it a try this week at a local tournament.
Would you link them? I couldn't find any from the last 2 weeks.
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
What do you guys think of the lists in the MTGO leagues that went 5-0?
Looks pretty streamlined to me especially to beat splinter cat, and a little sideboard for midrange strategies. Gonna give it a try this week at a local tournament.
Would you link them? I couldn't find any in a quick search.
I have taken a fundamentally different approach to this since the banning and AER rotating in. The build probably doesn't even belong in here anymore but it's still BR damn it! So here ya go.
I had also been considering that a B/R Improvise midrange could evolve from this. What turn are you seeing the Herald and Regent drop?
Also how do you guys feel about about the Inventor's Apprentice? I replaced with Forerunner of Slaughter and Hope of Ghirapur, both of which I think are better, but with Walking Ballista walking around, it seems that the 3 toughness could be relevant. Also, Pia is still iffy for me but I haven't found a solid replacement yet.
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"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
I had also been considering that a B/R Improvise midrange could evolve from this. What turn are you seeing the Herald and Regent drop?
Also how do you guys feel about about the Inventor's Apprentice? I replaced with Forerunner of Slaughter and Hope of Ghirapur, both of which I think are better, but with Walking Ballista walking around, it seems that the 3 toughness could be relevant. Also, Pia is still iffy for me but I haven't found a solid replacement yet.
Very limited testing so far. Will know more tomorrow after Wednesday Standard. Also in that limited test, this was more oriented towards being "too cute" and trying to abuse Marionette Master and Pia's Revolution
I had Hope in here then noticed that buzzkill "Legendary" word in its type line. Forerunner though! Damn it Gatherer. Devoid screws up all my searches lol. Was looking for another three power 2 drop. Doesn't improvise but pilots Heart.
Seems like you would want a lot more T1 and T2 artifacts. It's an interesting direction though.
I agree, but it's a hard balancing act currently. Maybe I'm reading too much into Hope being Legendary and it should replace Nerd Ape. Scrounger is honestly the only viable 2 drop. Scrawler was in here for a minute, but I can justify cutting removal or Chandra over it, but I may reverse the -1 Heart/Harvester +1 Axe/Defiance decision pending testing.
Jammed 2 Inspiring Statuary in here early on too cause it felt real good to play all three modes on Defiance for 3 mana. But as fun as that is, Statuary is redundant.
I like the list that went 5-0 linked above in a few earlier posts. I was running the exact same list Smuggler's Copter version prior to the bannings. Thought that the list was too defunct without the Copter to survive. I like the making Key to the City a 4-of in lieu, the extra land and a Chandra, Torch of Defiance. Would really like to see some number of Heart of Kiran and/or Aethersphere Harvester. If those are added, I wonder if it is possible to fit in some number of Weldfast Engineer? Maybe drop some of the {card]Pia Nalaar[/card] for some Engineers?
All right, think I've settled on a good mix for tonight's Testing. Hope back in for better chance at t4 Herald of Dragon, one less Harvester, three Hearts. Gives us 13 artifacts in the 1 & 2 drop slots.
How do we feel about Walking Ballista in this build? Probably too slow I guess?
Was part of the original build when I was trying to abuse Revolution/Marionnete. Play it for 0, take 4, can I have this back please? No? Take 3. Sac this other artifact with trawler on the board. Repeat, repeat, repeat. Honestly I'm not convinced some sort of BR(x) Control deck using this strategy isn't a possibility, but that's another thread entirely.
It is to slow for this build. It's no more than a crappy 1/1 for 2. No ramp or Snek to abuse it's ability.
All right, think I've settled on a good mix for tonight's Testing. Hope back in for better chance at t4 Herald of Dragon, one less Harvester, three Hearts. Gives us 13 artifacts in the 1 & 2 drop slots.
So Im confused as to why you're even using Heart in this deck. The only creature that can crew it is your Scrapheap (the big guys will want to actually attack). The deck seems really solid but that just doesn't fit there, imo. Those 3 slots could open you up to other options, such as other artifacts that will have more impact or even something like Fiery Temper to work along with your Axes.
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How can we truly be free, if we are held in the bondage of clothing?
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
[quote from="Pseudofate »" url="http://www.mtgsalvation.com/forums/the-game/standard-type-2/established-standard/756979-r-b-x-copter-madness?comment=411"]
So Im confused as to why you're even using Heart in this deck. The only creature that can crew it is your Scrapheap (the big guys will want to actually attack). The deck seems really solid but that just doesn't fit there, imo. Those 3 slots could open you up to other options, such as other artifacts that will have more impact or even something like Fiery Temper to work along with your Axes.
As it so happens, that card was soooooooooo terrible tonight. The damn big flashy powerful mythic bug bit me. In other news, Hope did WORK.
Round 1 0-2 vs. RG NRG
This always felt like a bad matchup even before the ban. Hydra is near impossible to deal with and it just wallops you with the right draws. Tonight was no different. Might have kept pace and stayed on curve but these stupid Foreboding Ruins are terrible draws. Screwed me over in both matches. Cut em!
Round 2 2-1 vs. Dynavolt
Hope does it's job with fantastic results. Screwing blue out of post combat counterspells. Still, he able to edge out one win while at 1 and I can't push in for a damn damage. SB in Flows over Disintegrates in spite of the Gearhulk threat because I want to be able to go straight to face to close out games. Which works out beautifully. No more so than in the final stages of game 3 I play a Flow which gets countered, followed by Chandra that hits the board, and I +1 revealing another Flow. So savage.
Round 3 0-2 vs. Jeskai Cat Combo
These were great games despite losing. Deal a ton of damage game 1 while he plays the patience game and I kill one Cat Lady. He disallows a Bomat sacrifice (dirty play guy), which kind of screw me over, and he eventually draws and scrys enough to combo out. Game two is a slow start but I definitely keep 3 Swamp, Lost Legacy opener (w/ 2 Heralds and a Chandra). Proceed to rip Cat Lady out of his deck. We go to war, Fumarole, cat scratches and counterplay vs. little dudes and a Harvester. At the point in which its 8(me) to 10, I am going to close things out next turn with the 2 the Heralds I have on board vs. his Fumaroles and empty hand. But my previous game's Chadra badassery was only a karmic precursor, and he rips a friggin Fumigate off the top and swings for the win.
Honestly I'm not disappointed with this result as this event since at it's core it was a glorified playtest.
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
to deal with Hydra (and other nasty stuff like Spell Queller, Gideon, Avacyn, etc etc) i just Transgress the Mind it from the hand or Lost Legacy it. otherwise, it's gonna be a tough battle.
I've been playing with four copies of Collective Defiance in my RB Vampire Madness build and all I can say is they are all or mostly going out. RR is sometimes a problem, three-CMC is sometimes a problem, and Sorcery speed is sometimes a problem. All in all, it's a fair number of problems that occur fairly often - too often. Some number CD will remain somewhere, but it certainly won't be four in the main-deck.
Just curious what role Collective Defiance plays in your matchups? Is it typically just a removal spell or is the hand refresh worth it?
4 toughness is a big deal in the format (something that unfortunately makes Regent somewhat sub par) To me Defiance is a Char with a to the face Bolt tacked on. Further testing throughout the week will confirm or disprove it's viability.
I really wanted to play Kari. But supporting her warps the deck, as you can see, and pulls it in too many directions. I kept trying to build it mono, but then you realize that other than Kari, red's got absolutely no 2-drops.
Round 1 vs G/R Energy - Loss. i forgot to board in my Shocks for extra removal, resulting in 2 of his creatures making it alive and was able to beat me down.
Round 2 vs G/B Delirium - Loss. the opponent's deck was annoyingly consistent, and 2x Walking Ballista surely provided them reach.
Round 3 vs 4 Color Saheeli - Win. he got bad draws while i was able to bring on the beatdowns
Round 4 vs G/R Energy - Win. this time, i remembered to be the control deck and managed to defeat him soundly.
Round 5 vs 4 Color Saheeli - Win. same as before, and i managed to Lost Legacy his Saheeli Rai out from his deck, making life difficult.
moving forward, i think the proliferation of Fatal Push and Shock will affect creature choices. they have to be resistant one or both, or provides value early on. i am thinking it's time to bring out x/3s, >2 CMC creatures like Olivia, Mobilized for War, Drana, Liberator of Malakir, Voldaren Pariah, Incorrigible Youths, etc. at the same time, the deck must have tools to deal with T2 Winding Constrictor and Grim Flayer.
i think leve89's deck is a step in the right direction, though i'd put in more T2 Madness enablers to make for a more consistent T3 Youths or Bloodhall.
I'm not sure I like any of the one-drop vampires outside of Neonate, but I feel I need a couple copies. I might try out Vampire Cutthroat next. None of the three-drops have ever really performed for me, I may just try out another two-drop in that slot or perhaps Bloodhall Priest although I don't like her.
Multiple Youths can be a problem but he's too good to drop and he's obviously best when he can be pitched into play on turn-three.
The creature base is obviously fragile, but their job is only to get within burn-out range. Kalitas and more Burn come in for grinders. Unlicensed Disintegration is in the board due to its easier casting than Murder, but I don't really like it. I certainly don't want it main-deck since I've got one artifact period and I want everything main-deck to go to the dome.
Chandra's Pyrohelix is sometimes the business, but Shock might be better all-around for the main-deck. I had lost track of the rotation and I was prepared to play Modern so I didn't really get to tune-up. Collective Defiance has never worked entirely smoothly; I had four main-deck the first tournament last night and swapped in three of the side-board Helixes for the second. That ran much more smoothly. Going forward, I think some or all of CD will get swapped out for another burn spell.
The single Key was quite nice but I don't want more main-deck. Another in the side-board might not be a bad idea.
I've never gotten Midnight Oil in play, so I can't comment on it. It's just a whim but it seems as if it could be good in a grind-fest.
More or less swapped 2 Heir for 2 Harvester. It has performed very well when I've drawn it. Otherwise, the sideboard has been shifted about. A couple of Fatal Push and Call the Bloodline over Shocks.
It was a 5-round tourney with Top 8 Cut. I ended 2-3.
Round 1 Win vs B/G - I took some easy games mostly due to my opponent having mana issues.
Round 2 Loss vs G/W - This is a hard matchup and I made some bad plays (not play mistakes but errors such as not sacrificing Hope when I should have, etc.) and together I lost handily.
Round 3 Win vs U/B - Easiest matchup of the day. I simply played more threats than he had removal in G1 and in G2 I Trangressed his Kalitas. Key was an all star as usual too.
Round 4 Loss vs U/G/R - Not much of a game, he simply dropped more creatures than I could deal with both games. I also kept a creature-less hand in G2 and that screwed me over hard.
Round 5 vs R/G/u - Bristling Hydra is difficult to deal with. Had an unfortunate G1 loss out of nowhere where I was hit for 23 damage from it. G2, I steamrolled. G3, Hydra again got there and I didn't find the Slaughters in time.
Ultimately I have decided that for the meta in it's current shape, the burn approach isn't quite consistent enough. I did have 4 games or so where I won on T4 - T5 but those were exceptions. I do like the more mid-ranged versions using Bloodhall Priest but I may take into more of a control-styled shell for testing from here. Key is simply the best card in the deck and I think B/R offers enough solid removal and threats to make it work.
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
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Would you link them? I couldn't find any from the last 2 weeks.
Current Decks
Standard / Type 2
BRMidrange
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
Decklists
I have taken a fundamentally different approach to this since the banning and AER rotating in. The build probably doesn't even belong in here anymore but it's still BR damn it! So here ya go.
4 Bomat Courier
4 Inventor's Apprentice
4 Scrapheap Scrounger
4 Freejam Regent
4 Herald of Anguish
4 Lightning Axe
4 Collective Defiance
4 Unlicensed Disintegration
Planeswalkers
2 Chandra, Torch of Defiance
2 Heart of Kiran
2 Aethersphere Harvester
Lands
4 Foreboding Ruins
9 Mountain
9 Swamp
Up until 30 seconds ago this had +1 Heart/Harvester -1 Axe/Defiance. On the fence about it. I want to jam Herald t4. No SB yet.
How you should approach every game of Magic.
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Also how do you guys feel about about the Inventor's Apprentice? I replaced with Forerunner of Slaughter and Hope of Ghirapur, both of which I think are better, but with Walking Ballista walking around, it seems that the 3 toughness could be relevant. Also, Pia is still iffy for me but I haven't found a solid replacement yet.
Current Decks
Standard / Type 2
BRMidrange
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
Very limited testing so far. Will know more tomorrow after Wednesday Standard. Also in that limited test, this was more oriented towards being "too cute" and trying to abuse Marionette Master and Pia's Revolution
I had Hope in here then noticed that buzzkill "Legendary" word in its type line. Forerunner though! Damn it Gatherer. Devoid screws up all my searches lol. Was looking for another three power 2 drop. Doesn't improvise but pilots Heart.
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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 agree, but it's a hard balancing act currently. Maybe I'm reading too much into Hope being Legendary and it should replace Nerd Ape. Scrounger is honestly the only viable 2 drop. Scrawler was in here for a minute, but I can justify cutting removal or Chandra over it, but I may reverse the -1 Heart/Harvester +1 Axe/Defiance decision pending testing.
Jammed 2 Inspiring Statuary in here early on too cause it felt real good to play all three modes on Defiance for 3 mana. But as fun as that is, Statuary is redundant.
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Not sure how much to read into them.
4 Bomat Courier
3 Hope of Ghirapur
4 Scrapheap Scrounger
4 Freejam Regent
4 Herald of Anguish
Spells
4 Lightning Axe
4 Collective Defiance
4 Unlicensed Disintegration
2 Chandra, Torch of Defiance
Artifacts
3 Heart of Kiran
2 Aethersphere Harvester
Lands
4 Foreboding Ruins
9 Mountain
9 Swamp
2 Kalitas, Traitor of Ghet
4 Incendiary Flow
3 Yahenni's Expertise
3 Lost Legacy
3 Fatal Push
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Was part of the original build when I was trying to abuse Revolution/Marionnete. Play it for 0, take 4, can I have this back please? No? Take 3. Sac this other artifact with trawler on the board. Repeat, repeat, repeat. Honestly I'm not convinced some sort of BR(x) Control deck using this strategy isn't a possibility, but that's another thread entirely.
It is to slow for this build. It's no more than a crappy 1/1 for 2. No ramp or Snek to abuse it's ability.
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So Im confused as to why you're even using Heart in this deck. The only creature that can crew it is your Scrapheap (the big guys will want to actually attack). The deck seems really solid but that just doesn't fit there, imo. Those 3 slots could open you up to other options, such as other artifacts that will have more impact or even something like Fiery Temper to work along with your Axes.
Current Decks
Standard / Type 2
BRMidrange
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
As it so happens, that card was soooooooooo terrible tonight. The damn big flashy powerful mythic bug bit me. In other news, Hope did WORK.
Round 1 0-2 vs. RG NRG
This always felt like a bad matchup even before the ban. Hydra is near impossible to deal with and it just wallops you with the right draws. Tonight was no different. Might have kept pace and stayed on curve but these stupid Foreboding Ruins are terrible draws. Screwed me over in both matches. Cut em!
Round 2 2-1 vs. Dynavolt
Hope does it's job with fantastic results. Screwing blue out of post combat counterspells. Still, he able to edge out one win while at 1 and I can't push in for a damn damage. SB in Flows over Disintegrates in spite of the Gearhulk threat because I want to be able to go straight to face to close out games. Which works out beautifully. No more so than in the final stages of game 3 I play a Flow which gets countered, followed by Chandra that hits the board, and I +1 revealing another Flow. So savage.
Round 3 0-2 vs. Jeskai Cat Combo
These were great games despite losing. Deal a ton of damage game 1 while he plays the patience game and I kill one Cat Lady. He disallows a Bomat sacrifice (dirty play guy), which kind of screw me over, and he eventually draws and scrys enough to combo out. Game two is a slow start but I definitely keep 3 Swamp, Lost Legacy opener (w/ 2 Heralds and a Chandra). Proceed to rip Cat Lady out of his deck. We go to war, Fumarole, cat scratches and counterplay vs. little dudes and a Harvester. At the point in which its 8(me) to 10, I am going to close things out next turn with the 2 the Heralds I have on board vs. his Fumaroles and empty hand. But my previous game's Chadra badassery was only a karmic precursor, and he rips a friggin Fumigate off the top and swings for the win.
Honestly I'm not disappointed with this result as this event since at it's core it was a glorified playtest.
-4 Ruins
-3 Heart
+1 Hope
+1 Harvester
+4 Mountain
+1 Swamp
SB
-3 Fatal Push
+3 Battle at the Bridge
4 Bomat Courier
4 Hope of Ghirapur
4 Scrapheap Scrounger
4 Freejam Regent
4 Herald of Anguish
Spells
4 Lightning Axe
4 Collective Defiance
4 Unlicensed Disintegration
2 Chandra, Torch of Defiance
Artifacts
3 Aethersphere Harvester
Lands
13 Mountain
10 Swamp
2 Kalitas, Traitor of Ghet
4 Incendiary Flow
3 Yahenni's Expertise
3 Lost Legacy
3 Battle at the Bridge
SB probably needs more control elements.
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May I introduce to you: For the Slaughter.
So I'm still working on my sb slots. So far I have this
2 To the Slaughter
2 Lightning Axe
1 Release the Gremlins
2 Lost Legacy
2 Trangress the Mind
That leaves me 4 slots. Things I'm considering are Weaver of Lightning, Incendiary Flow, Galvanic Bombardment, Pia Nalaar, Burn from Within, and Shock.
What do you guys think would in the aggro / burn list sb.
Current Decks
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"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb
Just curious what role Collective Defiance plays in your matchups? Is it typically just a removal spell or is the hand refresh worth it?
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
4 toughness is a big deal in the format (something that unfortunately makes Regent somewhat sub par) To me Defiance is a Char with a to the face Bolt tacked on. Further testing throughout the week will confirm or disprove it's viability.
How you should approach every game of Magic.
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Galvanic?
Shock?
Incendiary flow?
3 Inventor’s Apprentice
2 Hope of Ghirapur
4 Heir of Falkenrath
3 Kari Zev
4 Scrapheap Scrounger
3 Bloodhall priest
4 Fiery Temper
4 Unlicensed Disintegration
3 Built to Smash
4 Foreboding Ruins
1 Geier Reach Sanitarium
4 Smoldering Marsh
9 Mountain
5 Swamp
I really wanted to play Kari. But supporting her warps the deck, as you can see, and pulls it in too many directions. I kept trying to build it mono, but then you realize that other than Kari, red's got absolutely no 2-drops.
>=(
Good! But Foreboding Ruins?
4x Key i think is much... 3 is good.
Sideboard?
4 Bomat Courier
4 Inventor's Apprentice
4 Heir of Falkenrath
4 Scrapheap Scrounger
3 Pia Nalaar
4 Bloodhall Priest
Spells:14
3 Lightning Axe
3 Key to the City
4 Fiery Temper
4 Unlicensed Disintegration
4 Foreboding Ruins
1 Geier Reach Sanitarium
9 Mountain
4 Smoldering Marsh
5 Swamp
2 Lost Legacy
1 Lightning Axe
4 Shock
2 Release the Gremlins
4 Transgress the Mind
2 Chandra, Torch of Defiance
Round 1 vs G/R Energy - Loss. i forgot to board in my Shocks for extra removal, resulting in 2 of his creatures making it alive and was able to beat me down.
Round 2 vs G/B Delirium - Loss. the opponent's deck was annoyingly consistent, and 2x Walking Ballista surely provided them reach.
Round 3 vs 4 Color Saheeli - Win. he got bad draws while i was able to bring on the beatdowns
Round 4 vs G/R Energy - Win. this time, i remembered to be the control deck and managed to defeat him soundly.
Round 5 vs 4 Color Saheeli - Win. same as before, and i managed to Lost Legacy his Saheeli Rai out from his deck, making life difficult.
moving forward, i think the proliferation of Fatal Push and Shock will affect creature choices. they have to be resistant one or both, or provides value early on. i am thinking it's time to bring out x/3s, >2 CMC creatures like Olivia, Mobilized for War, Drana, Liberator of Malakir, Voldaren Pariah, Incorrigible Youths, etc. at the same time, the deck must have tools to deal with T2 Winding Constrictor and Grim Flayer.
i think leve89's deck is a step in the right direction, though i'd put in more T2 Madness enablers to make for a more consistent T3 Youths or Bloodhall.
The deck wins FNM now and then and got me a Games-Day playmat but if Vampires aren't of interest to you, don't open the spoiler!
4 Insolent Neonate
4 Heir of Falkenrath
4 Olivia's Bloodsworn
2 Olivia, Mobilized for War
4 Incorrigible Youths
4 Alms of the Vein
3 Chandra's Pyrohelix
2 Collective Brutality
1 Key to the City
3 Tormenting Voice
4 Fiery Temper
8 Mountain
3 Smoldering Marsh
7 Swamp
2 Kalitas, Traitor of Ghet
1 Chandra's Pyrohelix
3 Collective Defiance
2 Lost Legacy
2 Ruinous Path
4 Unlicensed Disintegration
1 Midnight Oil
I'm not sure I like any of the one-drop vampires outside of Neonate, but I feel I need a couple copies. I might try out Vampire Cutthroat next. None of the three-drops have ever really performed for me, I may just try out another two-drop in that slot or perhaps Bloodhall Priest although I don't like her.
Multiple Youths can be a problem but he's too good to drop and he's obviously best when he can be pitched into play on turn-three.
The creature base is obviously fragile, but their job is only to get within burn-out range. Kalitas and more Burn come in for grinders. Unlicensed Disintegration is in the board due to its easier casting than Murder, but I don't really like it. I certainly don't want it main-deck since I've got one artifact period and I want everything main-deck to go to the dome.
Chandra's Pyrohelix is sometimes the business, but Shock might be better all-around for the main-deck. I had lost track of the rotation and I was prepared to play Modern so I didn't really get to tune-up. Collective Defiance has never worked entirely smoothly; I had four main-deck the first tournament last night and swapped in three of the side-board Helixes for the second. That ran much more smoothly. Going forward, I think some or all of CD will get swapped out for another burn spell.
The single Key was quite nice but I don't want more main-deck. Another in the side-board might not be a bad idea.
I've never gotten Midnight Oil in play, so I can't comment on it. It's just a whim but it seems as if it could be good in a grind-fest.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
4 Bomat Courier
4 Inventor's Apprentice
2 Heir of Falkenrath
4 Scrapheap Scrounger
3 Pia Nalaar
4 Bloodhall Priest
Vehicles:2
2 Aethersphere Harvester
Spells:14
3 Lightning Axe
3 Key to the City
4 Fiery Temper
4 Unlicensed Disintegration
4 Foreboding Ruins
1 Geier Reach Sanitarium
9 Mountain
4 Smoldering Marsh
5 Swamp
2 Lost Legacy
1 Lightning Axe
2 Call the Bloodline
2 Fatal Push
2 Release the Gremlins
4 Transgress the Mind
2 Chandra, Torch of Defiance
More or less swapped 2 Heir for 2 Harvester. It has performed very well when I've drawn it. Otherwise, the sideboard has been shifted about. A couple of Fatal Push and Call the Bloodline over Shocks.
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 Scrapheap Scrounger
4 Bomat Courier
2 Hope of Ghirapur
4 Insolent Neonate
4 Forerunner of Slaughter
Noncreature
4 Key to the City
4 Unlicensed Disintegration
4 Fiery Temper
3 Fatal Push
4 Alms of the Vein
1 Chandra, Torch of Defiance
3 Smoldering Marsh
4 Foreboding Ruins
9 Mountain
6 Swamp
Side
2 Trangress the Mind
2 Incendiary Flow
2 To the Slaughter
2 Weaver of Lightning
2 Lightning Axe
2 Lost Legacy
2 Hope of Ghirapur
1 Release the Gremlins
It was a 5-round tourney with Top 8 Cut. I ended 2-3.
Round 1 Win vs B/G - I took some easy games mostly due to my opponent having mana issues.
Round 2 Loss vs G/W - This is a hard matchup and I made some bad plays (not play mistakes but errors such as not sacrificing Hope when I should have, etc.) and together I lost handily.
Round 3 Win vs U/B - Easiest matchup of the day. I simply played more threats than he had removal in G1 and in G2 I Trangressed his Kalitas. Key was an all star as usual too.
Round 4 Loss vs U/G/R - Not much of a game, he simply dropped more creatures than I could deal with both games. I also kept a creature-less hand in G2 and that screwed me over hard.
Round 5 vs R/G/u - Bristling Hydra is difficult to deal with. Had an unfortunate G1 loss out of nowhere where I was hit for 23 damage from it. G2, I steamrolled. G3, Hydra again got there and I didn't find the Slaughters in time.
Ultimately I have decided that for the meta in it's current shape, the burn approach isn't quite consistent enough. I did have 4 games or so where I won on T4 - T5 but those were exceptions. I do like the more mid-ranged versions using Bloodhall Priest but I may take into more of a control-styled shell for testing from here. Key is simply the best card in the deck and I think B/R offers enough solid removal and threats to make it work.
Initial thoughts are:
-4 Forerunner
-4 Alms
-2 Weaver
Current Decks
Standard / Type 2
BRMidrange
"What kind of ability would say "counters black spells" on it? "If a Rigger you control would assemble a Contraption, it counters black spells instead"? "
-Mark Gottlieb