I've updated the primer to align with the decklists we've seen so far. I've limited the 'featured' cards to those that have seen maindeck play in at least one of the top 64 decklists. Any suggestions are welcome.
Based on the success of R/B Aggro at SCG Open Indianapolis, this thread is moving to Proven. Stewardship of MTGSalvation members interested in variants of these decks lies with you. Please let me know if this is a problem. -- hoser2
The deck is base Red, so Black 1-drops are difficult. Also, what would you cut? I would suggest that it isn't better than anything we are currently running, even if early Black wasn't a concern.
I liked Chandra in testing, though that was not against so much Aggro. However, I like her in the 1-of slot a bit better than Bushwhacker. With the spare sideboard slots, I wanted to try some different options. Bloodhall Priest is the one I'm most excited about.
I'm not terribly happy about Avacyn's Judgment. I wish there was another madness removal burn that also goes to the face. There isn't, so I'm only at 2 on it. The other choice that I think is going to raise eyebrows is Renegade Freighter. I know Fleetwheel Cruiser is a better vehicle, but Freighter is cheaper. It keeps the curve lower. Everything else seems to be pretty standard affair from skimming through the previous pages.
Incendiary Flow is conspicuously missing from your list. I would cut Judgement and Voice for it. The former performed very poor in my testing. The latter is just not something you want in and Aggro deck, and you have plenty of filtering already with Copter and Sanitarium. I would also find room for a couple Lightning Axe or Collective Defiance. Kalitas is a bad time unanswered.
After last weekend I still think this is the stronger option than RW vehicles simply because it can easily run a mid game strategy package out of the sideboard, while also playing lower to the ground than RW vehicles can hope to achieve. Basically, the four slot spot can run Bloodhall priest when doing aggro, then swap out for Chandra, Torch of Defiance, Noxious Gearhulk, and some Eternal Scourge to push mid range. It's also a little more resilient to Flaying Tendrils and Kozilek's Return, though not in the sense people might think of.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Why does everybody play incendiary flow over harnessed lightning? Is exiling and the ability to hit face more important than instant speed and the ability to do more damage? (excess energy from Hubs and smaller lightnings)
That and exile is strong against delirium decks. My own build when running mid even has two flaying tendrils. Sounds like suicide but it works.
Edit: Actually, I'm running kozilek's return. Forgot I had tried tendrils and ran into mana issues.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I'm not too worried about G/B on the match up because Liliana, the Last hope is likely not going to matter much if we are going fast and tall, not to mention we are running Bloodhall Priest and most of our stuff that matters by the time she hits has 2 toughness. I'd like more options with flying in the creatures besides just Smuggler's Copter because with all the artifacts Fragmentize and Natural State are a given.
Also, I feel like I'm falling into a trap suggesting this, but Lupine Prototype might be a good late game option since we can control our hand with Key to the City. It's just awful against decks running Fevered Visions and doesn't synergize with madness so it's likely another one of those Cultivator's caravan cards that look better than they play.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I took a mono-red version that was heavy in madness effects to FNM. I built it to be good with and against Smuggler's Copter, but then never played against any. Won against BW control, UR Visions, and UB Colossus. Went to time for a draw against another BW control.
Some card notes: Chandra, Torch of Defiance - extremely good out of the side against control decks. Every time I cast it I just ticked her up until she was ready to ultimate and then they would cast Anguished Unmaking to deal with her. Just like Gideon, Ally of Zendikar was mono-white human's answer to common answers to aggro decks, I feel like Chandra is a good resilient threat for red aggro decks. This should probably be 4-of in the side for pretty much every mono-red aggro deck. Key to the City - in this deck this card was consistently good. Having access to a zero-cost, instant-speed discard outlet is really good, but also getting the option to spend 2 mana to draw a card every turn meant I was outdrawing my opponents in most games, even against BW control. Being able to make Bloodmad Vampire unblockable was important, as well. Having a board with just Copter and Key, I could madness out a creature at the end of an opponent's turn, madness out another one in the first main phase to make the first unblockable, then crew the Copter and swing in for 7 flying/unblockable damage out of nowhere, plus a potential 3 more off a Fiery Temper loot. I'll probably put a 4th somewhere in the 75, but 3 main is probably correct. Probably replace the Lathnu Hellion, which was just there to be Fleetwheel Cruiser #5. Falkenrath Gorger - while it's a great aggressive card in theory, it pretty much just spent all its time crewing Smuggler's Copter. I might replace it with something more relevant late-game that can do the same, like Bomat Courier or Dragonmaster Outcast.
Bomat Courier and Dragonmaster Outcast both share the same purpose in some respects. They tend to draw attention to themselves and force the opponent to use a removal spell on them instead of something more important.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I've been testing this type of deck and it's super consistent. I decided to go more with the vampire angle on mine. Wondering what people think of this:
I think you want Insolent Neonate, one of the best cards in a heavy madness package. Also, Avacyn's Judgment is very weak and Carthartic Reunion is too slow and not what you want in an Aggro deck. I'd be playing Incendiary Flow in that spot to give you a bit more reach.
I think you want Insolent Neonate, one of the best cards in a heavy madness package. Also, Avacyn's Judgment is very weak and Carthartic Reunion is too slow and not what you want in an Aggro deck. I'd be playing Incendiary Flow in that spot to give you a bit more reach.
the cathartic reunion actually works really well to keep it from stalling out against decks with lots of removal (which seems to be most in this format) - I haven't seen that creature and it seems solid. The avacyn's judgement was the one card I also didn't feel like it flowed well. Needs too much mana to be very effective, and if the game has gone that long I'm probably losing anyway. Thanks for the creature tip.
Maybe reunion is best sideboarded, gonna try that vampire in place of those 4
Reunion is not card advantage. At least not without a couple of Madness cards. But then you are waiting an extra couple of turns and whatever the cost of those cards are to Madness and slowing down your aggression. Besides, Copter is going to give you that filtering/advantage already, without necessarily having to set something up. Reunion is also a massive liability in any matchup with counter magic. I wouldn't be playing it main or side, and that goes for Tormenting Voice too. Neonate and Copter are what you want for that effect.
Reunion is not card advantage. At least not without a couple of Madness cards. But then you are waiting an extra couple of turns and whatever the cost of those cards are to Madness and slowing down your aggression. Besides, Copter is going to give you that filtering/advantage already, without necessarily having to set something up. Reunion is also a massive liability in any matchup with counter magic. I wouldn't be playing it main or side, and that goes for Tormenting Voice too. Neonate and Copter are what you want for that effect.
true about the counter magic, although it doesn't seem very prevalent in this format, tons and tons of red/x, some marvel, eldrazi and/or artifacts... gonna be interesting to see how the new set shakes things up
Round 1: GR Midrange 2-0
Sort of like a GR monsters esque list with Skyship Stalkers and Brisling Hydras. Both games were pretty quick. He ramped into a Dragon. I killed it and then they sort of stalled out with dorks. He got mana screwed second game, so that didn't really go anywhere.
Round 2: BU Zombies 2-0
Looked mostly like the old zombie with little or no significant Kaladesh updates. He did some stuff, but Incendiary Flow's exiling text really shut down his engine hard and he died to aggro before doing much. Also, he had some number of Grasps, but otherwise the removal was Ruinous Path which wasn't real great vs Copter.
Round 3: UW Spirits 1-2
Game 1 was very close, but a well timed Avacyn broke my aggression when I jammed into his open mana. Game 2 I had an excellent start with some quick aggro and they flooded a bit. Game 3, I drew 6 running lands and died to fliers after getting them pretty low. I made a crucial mistake. I was holding a Trangress and he had Avacyn mana. He didn't cast Avacyn the turn before when it would have been quite good, but did not. I also figured Trangress would just whiff anyway if he did. I put him on a bluff, but evidently I got faked out or he drew it. That attack cost me both creatures. I should have cast Transgress to draw her out so I could avoid the tempo loss from the bad attack. I was able to rebuild by reanimating the 2 Scroungers I lost, but it was too late.
Round 4: GR Energy 2-1
The energy aggro deck, running Brawlers and Helions. First game I had a slow start but then had a big turn where I deployed a threat, attacked with Copter, discarded a Fiery Temper, killed a thing and it was tempo with Disintegrate until dead from there. Game 2 I took a risk by not blocking a Brawler when I was at 8 and died to a pump and Burn. I didn't have lethal if chumped and rolled the dice that he didn't have it. Game 3 I nearly punted the game with a bad attack that lost me my best threat and left my Chandra unprotected. I managed to deal with his board after but then we were both top decking. Both Bloodhall Priests did a huge amount of work, and the 2nd one ultimately won me the game.
Planning on running this mono-red list next week (can't get the RB duals in time, plus I prefer the "pure" red!). Courier, Gorger, Apprentice, and Scrounger are there for early aggro (with 11 artifacts giving 75% to turn on Apprentice by T2). Copter, because Copter, and then a burn package. The plan here is to be able to accelerate through the deck with the potential to be "drawing" 3 cards a turn through the looting of Copter, the reveal of Prodder, and our normal draw step. All the burn spells will deal as much damage to the opponent whether they give them to us from the Prodder reveal or whether they bin them. The Prodder slot was almost filled with Stromkirk Occultist, but I wanted a guaranteed card or damage, whereas Occultist only gives the card post-damage (which may not always happen). I toyed with Chandra mainboard, but it almost seems too much to fly through four cards a turn. Weavers in the side are answers to both weenie decks and opposing Copters, and Hijacks are there to steal what we can't burn. Most other spells are in the side for when there needs to be a more controlling aspect to the game (i.e. aggro matchups).
I'm also considering dropping the Scroungers out, and therefore also the Apprentice, to bring in even more focus on digging for and then flinging the burn, Thermo-Alchemist and Insolent Neonate coming in to their spots.
One other thought/question... If I was to ONLY run 4 Alms of the Vein for more burnability, would 4 Aether Hubs be enough as the only black sources? It was suggested to me last night, but it just seems really low.
Forerunner of Slaughter could be good in the RB build. Solid aggressive 2-drop that has haste as a 3-drop. Gives our reanimated Scroungers, topdecked Copters, and Nalaar Thopters haste too. I'm thinking I'll try a build trying two off, cutting a Pia and the random Bushwhacker from the stock list. Just needs a slight adjustment to the manabase to accomodate the slightly earlier Black requirements.
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)
RNA Standard: Grixis Midrange, Jund Deathwhirler, Sultai Vannifar
GRN Standard: Red Midrange, Mono-Blue Tempo, Wr Aggro, Gruul Experimental Dinosaurs, Sultai Midrange, Jeskai Midrange
Modern: Bant Spirits
Forcing a single archetype in all formats: too many colors, bad mana.
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)
UR Blue-Red Control
Modern:
UBR Grixis Control
UWR Jeskai Control
4 Bomat Courier
4 Inventor's Apprentice
4 Scrapheap Scrounger
4 Pia Nalaar
Spells (21)
2 Key to the City
4 Incendiary Flow
4 Smuggler's Copter
4 Fiery Temper
4 Unlicensed Disintegration
1 Chandra, Torch of Defiance
2 Fleetwheel Cruiser
4 Aether Hub
4 Foreboding Ruins
4 Swamp
11 Mountain
2 Lightning Axe
2 Call the Bloodline
2 Collective Brutality
2 Transgress the Mind
3 Weaver of Lightning
2 Bloodhall Priest
2 Chandra, Torch of Defiance
I liked Chandra in testing, though that was not against so much Aggro. However, I like her in the 1-of slot a bit better than Bushwhacker. With the spare sideboard slots, I wanted to try some different options. Bloodhall Priest is the one I'm most excited about.
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)
So, this is what I'm going to be testing next:
2x Aether Hub
4x Foreboding Ruins
10x Mountain
2x Smoldering Marsh
2x Swamp
Creature (21)
4x Bomat Courier
4x Falkenrath Gorger
4x Insolent Neonate
4x Inventor's Apprentice
1x Pia Nalaar
4x Scrapheap Scrounger
3x Key to the City
4x Smuggler's Copter
Instant (8)
4x Fiery Temper
4x Unlicensed Disintegration
Sorcery (4)
4x Alms of the Vein
2x Bloodhall Priest
3x Collective Brutality
4x Galvanic Bombardment
3x Incendiary Flow
2x Lightning Axe
1x Weaver of Lightning
UR Blue-Red Control
Modern:
UBR Grixis Control
UWR Jeskai Control
4 Bomat Courier
4 Falkenrath Gorger
4 Furyblade Vampire
3 Insolent Neonate
2 Ravenous Bloodseeker
3 Stromkirk Occultist
2 Avacyn's Judgment
4 Distemper of the Blood
2 Tormenting Voice
Instants 4
4 Fiery Temper
2 Renegade Freighter
4 Smuggler's Copter
Lands 22
2 Geier Reach Sanitarium
20 Mountain
I'm not terribly happy about Avacyn's Judgment. I wish there was another madness removal burn that also goes to the face. There isn't, so I'm only at 2 on it. The other choice that I think is going to raise eyebrows is Renegade Freighter. I know Fleetwheel Cruiser is a better vehicle, but Freighter is cheaper. It keeps the curve lower. Everything else seems to be pretty standard affair from skimming through the previous pages.
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)
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
4 bomat courier
4 scrapheap scrounger
4 pia nalaar
2 bloodhall priest
4 smuggler's copter
2 key to the city
1 call the bloodline
4 incendiary flow
4 unlicensed disintegration
4 foreboding ruins
1 smoldering marsh
4 aether hub
4 swamp
10 mountain
1 call the bloodline
2 lightning axe
4 galvanic bombardment
1 kalitas, traitor of ghet
4 transgress the mind
3 weaver of lightning
I'm pretty happy with it. It does a fantastic job of playing both offense and defense and can easily switch rolls.
Modern:
Twinning End
Commander:
Mayael the Anema
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)
That and exile is strong against delirium decks.
My own build when running mid even has two flaying tendrils. Sounds like suicide but it works.Edit: Actually, I'm running kozilek's return. Forgot I had tried tendrils and ran into mana issues.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
C Long Live Eldrazi C
I'm not too worried about G/B on the match up because Liliana, the Last hope is likely not going to matter much if we are going fast and tall, not to mention we are running Bloodhall Priest and most of our stuff that matters by the time she hits has 2 toughness. I'd like more options with flying in the creatures besides just Smuggler's Copter because with all the artifacts Fragmentize and Natural State are a given.
Also, I feel like I'm falling into a trap suggesting this, but Lupine Prototype might be a good late game option since we can control our hand with Key to the City. It's just awful against decks running Fevered Visions and doesn't synergize with madness so it's likely another one of those Cultivator's caravan cards that look better than they play.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
4 Falkenrath Gorger
3 Insolent Neonate
4 Bloodmad Vampire
4 Stromkirk Occultist
4 Incorrigible Youths
Artifacts
4 Smuggler's Copter
3 Key to the City
4 Lightning Axe
4 Fiery Temper
3 Harnessed Lightning
Lands
20 Mountain
2 Geier Reach Sanitarium
1 Hanweir Battlements
2 Chandra, Torch of Defiance
4 Fleetwheel Cruiser
4 Galvanic Bombardment
3 Otherworldly Outburst
1 Lathnu Hellion
1 Mountain
Some card notes:
Chandra, Torch of Defiance - extremely good out of the side against control decks. Every time I cast it I just ticked her up until she was ready to ultimate and then they would cast Anguished Unmaking to deal with her. Just like Gideon, Ally of Zendikar was mono-white human's answer to common answers to aggro decks, I feel like Chandra is a good resilient threat for red aggro decks. This should probably be 4-of in the side for pretty much every mono-red aggro deck.
Key to the City - in this deck this card was consistently good. Having access to a zero-cost, instant-speed discard outlet is really good, but also getting the option to spend 2 mana to draw a card every turn meant I was outdrawing my opponents in most games, even against BW control. Being able to make Bloodmad Vampire unblockable was important, as well. Having a board with just Copter and Key, I could madness out a creature at the end of an opponent's turn, madness out another one in the first main phase to make the first unblockable, then crew the Copter and swing in for 7 flying/unblockable damage out of nowhere, plus a potential 3 more off a Fiery Temper loot. I'll probably put a 4th somewhere in the 75, but 3 main is probably correct. Probably replace the Lathnu Hellion, which was just there to be Fleetwheel Cruiser #5.
Falkenrath Gorger - while it's a great aggressive card in theory, it pretty much just spent all its time crewing Smuggler's Copter. I might replace it with something more relevant late-game that can do the same, like Bomat Courier or Dragonmaster Outcast.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
3 Bloodhall Priest
4 Falkenrath Gorger
4 Stromkirk Occultist
4 Smuggler's Copter
4 Stromkirk Condemned
2 Olivia, Mobilized for War
4 Fiery Temper
2 Cathartic Reunion
2 Lightning Axe
4 Collective Brutality
4 Foreboding Ruins
4 Evolving Wilds
5 Mountain
2 Smoldering Marsh
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)
the cathartic reunion actually works really well to keep it from stalling out against decks with lots of removal (which seems to be most in this format) - I haven't seen that creature and it seems solid. The avacyn's judgement was the one card I also didn't feel like it flowed well. Needs too much mana to be very effective, and if the game has gone that long I'm probably losing anyway. Thanks for the creature tip.
Maybe reunion is best sideboarded, gonna try that vampire in place of those 4
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)
true about the counter magic, although it doesn't seem very prevalent in this format, tons and tons of red/x, some marvel, eldrazi and/or artifacts... gonna be interesting to see how the new set shakes things up
4 Bomat Courier
4 Inventor's Apprentice
4 Scrapheap Scrounger
4 Pia Nalaar
Spells (21)
2 Key to the City
4 Incendiary Flow
4 Smuggler's Copter
4 Fiery Temper
4 Unlicensed Disintegration
1 Chandra, Torch of Defiance
2 Fleetwheel Cruiser
4 Aether Hub
4 Foreboding Ruins
4 Swamp
11 Mountain
2 Lightning Axe
2 Call the Bloodline
2 Collective Brutality
2 Transgress the Mind
3 Weaver of Lightning
2 Bloodhall Priest
2 Chandra, Torch of Defiance
Round 1: GR Midrange 2-0
Sort of like a GR monsters esque list with Skyship Stalkers and Brisling Hydras. Both games were pretty quick. He ramped into a Dragon. I killed it and then they sort of stalled out with dorks. He got mana screwed second game, so that didn't really go anywhere.
Round 2: BU Zombies 2-0
Looked mostly like the old zombie with little or no significant Kaladesh updates. He did some stuff, but Incendiary Flow's exiling text really shut down his engine hard and he died to aggro before doing much. Also, he had some number of Grasps, but otherwise the removal was Ruinous Path which wasn't real great vs Copter.
Round 3: UW Spirits 1-2
Game 1 was very close, but a well timed Avacyn broke my aggression when I jammed into his open mana. Game 2 I had an excellent start with some quick aggro and they flooded a bit. Game 3, I drew 6 running lands and died to fliers after getting them pretty low. I made a crucial mistake. I was holding a Trangress and he had Avacyn mana. He didn't cast Avacyn the turn before when it would have been quite good, but did not. I also figured Trangress would just whiff anyway if he did. I put him on a bluff, but evidently I got faked out or he drew it. That attack cost me both creatures. I should have cast Transgress to draw her out so I could avoid the tempo loss from the bad attack. I was able to rebuild by reanimating the 2 Scroungers I lost, but it was too late.
Round 4: GR Energy 2-1
The energy aggro deck, running Brawlers and Helions. First game I had a slow start but then had a big turn where I deployed a threat, attacked with Copter, discarded a Fiery Temper, killed a thing and it was tempo with Disintegrate until dead from there. Game 2 I took a risk by not blocking a Brawler when I was at 8 and died to a pump and Burn. I didn't have lethal if chumped and rolled the dice that he didn't have it. Game 3 I nearly punted the game with a bad attack that lost me my best threat and left my Chandra unprotected. I managed to deal with his board after but then we were both top decking. Both Bloodhall Priests did a huge amount of work, and the 2nd one ultimately won me the game.
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'm also considering dropping the Scroungers out, and therefore also the Apprentice, to bring in even more focus on digging for and then flinging the burn, Thermo-Alchemist and Insolent Neonate coming in to their spots.
One other thought/question... If I was to ONLY run 4 Alms of the Vein for more burnability, would 4 Aether Hubs be enough as the only black sources? It was suggested to me last night, but it just seems really low.
20 Mountain
2 Geier Reach Sanitarium
Creatures (18)
3 Bomat Courier
3 Sin Prodder
4 Falkenrath Gorger
4 Inventor's Apprentice
4 Scrapheap Scrounger
3 Flame Lash
3 Collective Defiance
4 Fiery Temper
4 Incendiary Flow
4 Smuggler's Copter
2 Lightning Axe
1 Lightning Axe
2 Hijack
2 Harnessed Lightning
3 Chandra, Torch of Defiance
3 Weaver of Lightning
4 Galvanic Bombardment
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)