3 of each as well. I used to run 4 Spires and 3 Peaks though. I know Peaks have been pretty popular over Spires, particularly in the hasty package as of late, but I do like Spires regardless, especially with its utility against Firewalker, Wall of Omens, BSA, and other things that can reduce the overall damage done by one's hasties (or prevent altogether, in BSA's case).
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Current Standard decks: GMono-Green Beastmaster AggroG FNM 30-6-0 RWBoros BushwhackerRW FNM 8-2-0
EDH decks: GMultani, Maro-SorcererG
Anthony Lowry, Article Writer for Manashift.
Your #1 source for New York City Magic!
Twitter: @Aufam
Complaining about card prices accomplishes nothing. Read some Medina articles, learn to trade better, don’t act like the only way to do ANYTHING in this game is to price out decks and buy every single you ever need.
This deck is a nightmare. I have yet to win a match. Even after I sidebard in Leyline of Punishment, they usually have some method to get rid of my enchantment.
Yeah, well he seems to be worried about War Priests or the like, which isn't a totally unfounded fear tbh. Not sure what else to say except that racing them doesn't seem like a very viable option, especially if one Rest for the Weary resolves. If they swarm you, consider Chain Reaction for its damage potential and possibly Banefire for more anti-prevention junk, I don't know.
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Current Standard decks: GMono-Green Beastmaster AggroG FNM 30-6-0 RWBoros BushwhackerRW FNM 8-2-0
EDH decks: GMultani, Maro-SorcererG
I have rarely had problems with too many CIPT lands. With 17 lands that do not come tapped, I usually have two mana available on turn two (> 85%). Sometimes, if I have no Goblin Guide in my opening hand, I play a CIPT land on turn 1 and a regular land on turn 2. I have found the the effects from the CIPT lands can be a huge factor in winning close games.
8xMountain
4xArid Mesa
4xScalding Tarn
4xTeetering Peaks
4xSmoldering Spires
Haven't looked back since. The two CiPT 4-ofs are basically necessary at this point and greatly improve the decks' overall performance.
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I am petitioning for the removal of mythic rarity and boycotting overpriced singles. Sig this to join the cause for a more affordable Magic the Gathering.
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If you don't have the fetchlands don't bother with geopede or searing blaze, if you feel like using LOTS of instants to kill things in your way then kiln fiend is the way to go.
Personally I never found the collar sparkmage combo to be realistically any good. I mean I know why people use it but I find it to really slow down the game.
so what do you think i should use to replace the geopedes with?
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-4 plated geopede(agreed, just bad if you don't use fetch lands)
+1 ember hauler
+3 chandra's spitfire (I think this might work well running 4 maindeck sparkmages + ember hauler and tons of burn. Kinda like kiln fiend 5-7 in your deck)
I wouldn't run eight comes into play tapped lands either. I would cut the 4 teetering peaks, add in 1 more goblin guide +3 mountains and just go with the spires in your list. Typically I like teetering peaks better, but with kiln fiend and if you add the spitfire, it should be easy enough to do more than two damage extra with an unblockable nasty.
Have to disagree with earlier post about a certain "slow" combo. Basilisk Collar + sparkmage is awesome in play together. Stops mythic stone cold, and does a decent job at shutting down fauna shaman toolbox decks also if you can kill their typically 1 copy of linvala that they will be sure to try to fetch up to stop you. In your list, both are good on their own, but amazing together. Imagine the life gained in one swing by one kiln fiend wearing a basilisk collar, even if he is chump blocked. The combo also helps a ton against two of the "must answer or lose creatures" you face(baneslayer and rox war monk). Sparkmage + bolt helps you get rid of the 4 toughness that could be problematic otherwise(rox war monk). I know combust helps against these game two, but sometimes they resolve on game one and it is just over.
As for sideboard, try out ricochet trap as a nice play against pyromancer ascension decks(on the rise in popularity) and counter magic. I would use these over brittle effigy
This isn't the fastest rdw deck running around, but it looks like it should be effective none the less. You have a better shot at not running out of gas mid game like the "typical" lists do, and this could be a huge advantage depending on the meta game in your area.
ive tried the spitfires out before and it 90% of the time didnt help much
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Also, unless your meta is just chock full of x/4 creatures, I would stay away from mainboard Flame Slash. Having burn that you can't point at an opponent's face is a sad thing indeed, especially as a topdeck when they're in critical condition. I'd replace it with 3 Earthquakes mainboard. When done for 1, you can clear out manadorks, give them some direct damage, and pump your Kiln Fiend +3/+0 who will survive the 1 damage at the same time while your opponent's Hierarchs or whatever won't.
Obviously, if you plan to keep the Sparkmages, Earthquake is a less appealing choice. Honestly I'd even take Forked Bolt mainboard over Slash, primarily due to its utility versus Mythic's manadorks, Mono-Green tokens, Polymorph, etc. and basically is never 'wasted' damage. I used to MB it and it's also a decent topdeck.
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Current Standard decks: GMono-Green Beastmaster AggroG FNM 30-6-0 RWBoros BushwhackerRW FNM 8-2-0
EDH decks: GMultani, Maro-SorcererG
Hi, I was just thinking why not play it instead of Goblin Ruinblaster.
It costs the same and with RDW, you should not have a chump blocker.
You can shoot normal lands + against U/W controls, even junds, it deals even more damage than ruinblaster.
Why it isnt played in RDW?
2 for 1 are almost always better...a body plus land destruction is better. and ruinblaster isnt used so much now as the land destruction ability is pretty uselesss
Assuming they reprint Goyf, they could make it uncommon if they really wanted to. It's not like it would break limited or anything. I'm just not sure they'd want to drive its price into the ground for all of time. Shocks could be uncommon, too. It's not like dual lands are going to warp limited.
If RDW played properly, it should not be a huge problem. Most of the manlands don't get activated before turn 5-6. By then, you should have won or get so close that you can finish the game with a few brun spells, else you are probably scooped anyway.
4 Arid Mesa
4 Scalding Tarn
3 Smoldering Spires
3 Teetering Peaks
8 Mountain
How do you do yours?
RWBoros LandfallWR
GWRG/w/r Fauna ShamanRWG
GMono-Green Beastmaster AggroG FNM 30-6-0
RWBoros BushwhackerRW FNM 8-2-0
EDH decks:
GMultani, Maro-SorcererG
I have no reason to run less.
Anthony Lowry, Article Writer for Manashift.
Your #1 source for New York City Magic!
Twitter: @Aufam
Yeah, well he seems to be worried about War Priests or the like, which isn't a totally unfounded fear tbh. Not sure what else to say except that racing them doesn't seem like a very viable option, especially if one Rest for the Weary resolves. If they swarm you, consider Chain Reaction for its damage potential and possibly Banefire for more anti-prevention junk, I don't know.
GMono-Green Beastmaster AggroG FNM 30-6-0
RWBoros BushwhackerRW FNM 8-2-0
EDH decks:
GMultani, Maro-SorcererG
4x Arid Mesa
4x Scalding Tarn
4x Teetering peaks
2x Smoldering Spires
10x Mountain
My current mana base is
4 x Arid Mesa
4 x Scalding Tarn
3 x Smoldering Spires
4 x Teetering Peaks
4xArid Mesa
4xScalding Tarn
4xTeetering Peaks
4xSmoldering Spires
Haven't looked back since. The two CiPT 4-ofs are basically necessary at this point and greatly improve the decks' overall performance.
RWBoros LandfallWR
GWRG/w/r Fauna ShamanRWG
4 Scalding Tarn
4 Teetering Peaks
12 Mountain
Modern: Burn
Legacy: Burn
Casual: Treefolk Tribal
Commander: Mishra, Artificer Prodigy
She's pretty sick to be honest. 1 costing creature with exalted that mana fixes for the rest of the game?
Jeez. We get a 2/2 haste that gives opponents lands. Where's our noble hierarch?
4x Arid Mesa
2x Scalding Tarn
4x Teetering peaks
2x Smoldering Spires
12x Mountain[/QUOTE]
Im only running 4X Searing Blaze and no Geopede, so 6 fetchs do it nice.
:: COMMANDER ::
DAGSSON
:: LEGACY ::
MERFOLK
BURN
AFFINITY
MONO BLACK AGGRO
10land STOMPER
:: STARDARD ::
BURN!!!
AND A LOT OF PAUPER..
Black Magic, beating ya face since ´95, man!!! - Take it Legacy!!!
My Electronic Music!!!
http://www.mp3.com/preg and
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:):jug::lock::chillpill::weird::rofl::no::hifive::jam::crazy::banana::dance::bunny::spamlock::cheers::nike:
3 Goblin Guide
4 Plated Geopede
4 Ball Lightning
3 Ember Hauler
4 Kiln Fiend
4 Cunning Sparkmage
Spells
4 Lightning Bolt
3 Flame Slash
4 Staggershock
4 Burst Lightning
2 Basilisk Collar
Lands
16 Mountains
4 Teetering Peaks
4 Smoldering Spires
4 Combust
3 Brittle Effigy
4 Manabarbs
4 Earthquake
2 Leyline Of Punishment
so what should i cut or add?
im thinking of dropping either Kiln Fiends or Geopedes
Personally I never found the collar sparkmage combo to be realistically any good. I mean I know why people use it but I find it to really slow down the game.
+1 ember hauler
+3 chandra's spitfire (I think this might work well running 4 maindeck sparkmages + ember hauler and tons of burn. Kinda like kiln fiend 5-7 in your deck)
I wouldn't run eight comes into play tapped lands either. I would cut the 4 teetering peaks, add in 1 more goblin guide +3 mountains and just go with the spires in your list. Typically I like teetering peaks better, but with kiln fiend and if you add the spitfire, it should be easy enough to do more than two damage extra with an unblockable nasty.
Have to disagree with earlier post about a certain "slow" combo. Basilisk Collar + sparkmage is awesome in play together. Stops mythic stone cold, and does a decent job at shutting down fauna shaman toolbox decks also if you can kill their typically 1 copy of linvala that they will be sure to try to fetch up to stop you. In your list, both are good on their own, but amazing together. Imagine the life gained in one swing by one kiln fiend wearing a basilisk collar, even if he is chump blocked. The combo also helps a ton against two of the "must answer or lose creatures" you face(baneslayer and rox war monk). Sparkmage + bolt helps you get rid of the 4 toughness that could be problematic otherwise(rox war monk). I know combust helps against these game two, but sometimes they resolve on game one and it is just over.
As for sideboard, try out ricochet trap as a nice play against pyromancer ascension decks(on the rise in popularity) and counter magic. I would use these over brittle effigy
This isn't the fastest rdw deck running around, but it looks like it should be effective none the less. You have a better shot at not running out of gas mid game like the "typical" lists do, and this could be a huge advantage depending on the meta game in your area.
Also, unless your meta is just chock full of x/4 creatures, I would stay away from mainboard Flame Slash. Having burn that you can't point at an opponent's face is a sad thing indeed, especially as a topdeck when they're in critical condition. I'd replace it with 3 Earthquakes mainboard. When done for 1, you can clear out manadorks, give them some direct damage, and pump your Kiln Fiend +3/+0 who will survive the 1 damage at the same time while your opponent's Hierarchs or whatever won't.
Obviously, if you plan to keep the Sparkmages, Earthquake is a less appealing choice. Honestly I'd even take Forked Bolt mainboard over Slash, primarily due to its utility versus Mythic's manadorks, Mono-Green tokens, Polymorph, etc. and basically is never 'wasted' damage. I used to MB it and it's also a decent topdeck.
GMono-Green Beastmaster AggroG FNM 30-6-0
RWBoros BushwhackerRW FNM 8-2-0
EDH decks:
GMultani, Maro-SorcererG
2 for 1 are almost always better...a body plus land destruction is better. and ruinblaster isnt used so much now as the land destruction ability is pretty uselesss
It is not useless. It is just too slow and too ineffective for RDW.
If RDW played properly, it should not be a huge problem. Most of the manlands don't get activated before turn 5-6. By then, you should have won or get so close that you can finish the game with a few brun spells, else you are probably scooped anyway.
The RDW Feeling.