I love the primer. Sadly, MBS didn't give standard burn a whole lot to work with, and Kuldotha decks are really a red player's best option in standard right now. So while I'd hate to see this primer disappear, it would be for purely selfish reasons I want you to continue updating.
That said, if I may suggest bumping Arc Trail from a 2.5 tier spell to a slightly higher position. It's no Lightning Bolt, it's no Burst Lightning, but it's yet to disappoint and I've never had to point the one damage at myself or my own creature to throw the two damage at my opponent.
I may try Galvanoth or Red Sun's Zenith at FNM this week to try to get a little extra reach. They're not even close to optimal spells for a burn deck, but I'll try anything to avoid using other colours of mana.
After playing 19 matches last night against various builds, some of which were random stuff like a Sparkmage/Burn with Spitfire+Collar siphoning life away from me while I punched them in the face for 14. Did not expect. Regardless, over those 19 matches, CWZ seemed like a weak point. Either I'm not familiar with how to play it or it just isn't very often playable. Found myself needing another R to kick Bushwhacker and only having CWZ, having only CWZ untapped and nothing to do with it, and I found myself losing CWZ to Squadron Hawks. Pretty sure I'm just going to rep them with mountains and see how that goes.
One obvious answer is that your build doesn't take advantage of Mox Opal. A lot of decks that run more than 2 Contested War Zones run 3 or 4 Opals. I don't run any Opals myself, so I am probably only going to run 2 CWZs.
@Adriankth: So you have both Koth and Hero in the SB? If the Hero only works well against aggro, he's a risky mainboard. Don't switch from Wardriver to Chieftain! It should be the other way around. 2cc vs. 3cc, even though Chieftain abilities might be in favor.
Hero works well against control as well but we have to play around it e.g their tapped out after board removal or so.
I have Hero maindeck as a war cry support and 4dmg haster. In addition it goes through walls, oracles and other weenies is a good thing. Koth is in Sideboard because post SB (after siding in Marks, Jinxed Idol, Phyrexian Revokers, Perilous Myr etc) I find that our game play is slower that usual so Koth is there for Mid game, 4/4 haster and ultimate. Might just put him at the sideboard instead if I have space
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Currently Playing
T2 R Kuldotha Red 46-16 RW Boros
T2 play idol (instead of wardriver/bushwacker etc) &sac
they get 2 damage
T3...
they got 2 damage...
T4
so.. we spend two cards and two mana for the idol and do just 4 damage at a time we should finish the opponent of... then I would like to play a lightning bolt for 1 mana...
Together with Tuktuk on the other hand (after SB)... NICE
I didnt really mean employing it early on, but rather to use it to push through those last few points of damage while your opponent is on the cusp of stabilizing (or giving it to them in response to a sweeper).
Of course it is bad vs other aggro strategies but we are basically 50/50 against those anyway g1 so I don't see how mainboarding a card that is amazing against Control and Ramp isn't worth it (for those people who do not like Wardriver).
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Sig by ChibiSwan~!
"Well, well, if it isn't the most diabolical haters this side of the Mississippi." Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
Have a helicopter drop you off out front. Light your cigar with a small Indonesian boy holding a black lotus. Then bust out a craw wurm deck with no sleeves. Raw dog shuffle, loose terribly, flip the table, leave in a hovercraft.
other aggro? It would be silly of Boros to trade their creatures for ours, but it is possible. Elves, Mono Green Aggro (which seems to be more of an online thing, but the G/W version seems like it could be legit), and I think before long you'll see some White Weenie decks running around.
EDIT: Secret tech i've been working on, and I know i'll catch some guff for this: Pyretic Ritual. It can really help the explosiveness of this deck, especially since many of us are running 2-4 Contested War Zone, not to mention that one extra mana can do a lot in this deck.
I.e. - Turn 1: Mountain, Memnite, Rebirth
Turn 2: Mountain, Guide/Wardriver/Kicked bushwhacker (take your pick), swing in for 3-5
Turn 3: Warzone, Ritual, Hero of Oxid Ridge, swing in for a bunch.
Not to mention you could also just be throwing down a second turn Wardriver/Guide with 3 tokens already on the board. It has potential I think. I just need to test it more.
Dunno what to think bout this, doesn't sound that bad.
Problem is top decking it.
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“And if at first you don't succeed / Then dust yourself off and try again / You can dust it off and try again, try again.”
:symw::symb:Steel Wb Weenie
As others have stated, Idol just slows us down, which is bad.
As the fasted deck in standard, we still want that title under our belt.
I think it's safe to say it's better as a side board card for control and sometimes ramp, just because we already know what the match up is going to be like, and we know that they will pack sweeper hate, so killing our own dudes for idol isn't as bad when we already know it's bound to happen eventually.
Against aggro (which is rising in the standard format right now), it's bad.
Elves don't care about getting rid of their own dudes, and neither does Boros (Squad Hawks).
Using a card that slows us down and is bad against aggro, is just bad for the deck in general.
That's my opinion anyway.
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Notable Outcomes
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
could be a possible build for those of us who don't like the opal..
And it produces always mana--- can't sac it for rebirth though...
Hmm---
again the question: do we need acceleration or is it just better to have more dudes?...
I think what I like most about it is that you can drop a Hero of Oxid Ridge out of nowhere while they sit behind their chump blockers and really nail them.
On Goblin Wardriver: Regardless of whether you're playing Opal or not, Wardriver is going to facilitate your fastest possible win. For Opal builds, that's turn 2, which means there's really no reason not to run him as a 4-of. For non-Opal builds, that's turn 3, and even though Wardriver is technically not essential to the fast win, that's still more outlets for the fast win than you would have had without him. If you're not going for the fast win, just cast him right before a kicked Bushwhacker or right after a Chieftain. Seriously, try it. Hasty attacks from nowhere are very valuable in post-boardwipe game states.
On Contested War Zone: Yeah, my playtesting has shown that more than 2 CWZ in non-Opal builds is generally not a good idea because of exactly what Knyght noted. CWZs should serve as extra Bushwhackers rather than land to be tapped for mana, and since a significant amount of opening hands in this deck are going to have 2 land, you don't wanna get caught with a Mountain and a CWZ when what you really need is two Mountains. So I would say 2 CWZ is the perfect amount for minimizing the occurrence of those kinds of 2-land hands while still making an impact on the deck's speed. However, if you are playing Opals, then there's no reason not to run CWZ as a 4-of.
On Jinxed Idol: Even if you're in a control-heavy meta, this is not a card to be played in the mainboard. Control decks may be a dime a dozen (not literally, but that subject is for another thread) in a format ruled by Jace, but everything your opponent plays other than him can vary wildly from deck to deck.
On Bonehoard: If you're going to abuse the creatures in your graveyard for power, why not just play Molten-Tail Masticore? The early version of this deck piloted by Chris Cannon had him as 1 random, and even though he doesn't double as an Equipment, he can still deal 8 damage a turn by attacking and flinging dead creatures at your opponent's dome. Perfect for post-boardwipe. Personally, though, I'm liking Hero of Oxid Ridge in the 4-slot (if you have any) better, just because of the haste and battle cry.
On Pyretic Ritual: Whoa. Didn't see that super-secret tech coming.
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:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
Ya I really like hero and wardrivers is nuts! I think that masticore is definitely better than BH. Only thing I don't like about hero is that he seems weak against decks that aren't running walls or 1/1's or something of the sort.
I used to love pyretic ritual but frankly speaking every time I drew it I began to think what else could this card be and what could it be doing for me.
Goblin Wardriver - seems great so far, turn 2 him and turn 3 bushwhacker is awesome. Contested War Zone - No thanks Jinxed Idol - SB for sure Mox Opal - play 'em if you got em. Seems ok but I don't have them and that is because I don't want to play them. Pyretic Ritual - no
So... I've encountered a problem. Arrow Volley Trap -_- 2 mana to kill 5 goblins. Guess I'm going to have to start attacking with 3 max against anyone with a plains untapped.
Goblin Wardriver - seems great so far, turn 2 him and turn 3 bushwhacker is awesome. Contested War Zone - No thanks Jinxed Idol - SB for sure Mox Opal - play 'em if you got em. Seems ok but I don't have them and that is because I don't want to play them. Pyretic Ritual - no
Fundaments for the cards u say that are a no?
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“And if at first you don't succeed / Then dust yourself off and try again / You can dust it off and try again, try again.”
:symw::symb:Steel Wb Weenie
I think there is something to be said for gameplans like Kiln Fiend however there must be accommodations made for his ability to lead players toward card disadvantage (Teetering Peaks at 4x is an idea I believe will work to our advantage). And there is something about Hero of Oxid Ridge that I cannot overlook. He seems to be the closest cousin to Giant Solifuge we will get, but with a much larger threat density based on board position...the thing is, he, like koth of the hammer, cannot just be dropped without a way to back him up or allow him to dominate the board starting from the turn he hits the field.
in addition, Justin Vizaro of TCGplayer.com has an article up about his understanding of red, it might be a good place to evaluate cards that dont see much play and the mindset behind them. Here is the link to the article http://magic.tcgplayer.com/db/article.asp?ID=9440 He seems to lean toward cutting proven cards for the deck, but take what you will (I agree with his assessment of Kargan Dragonlord but not his assessment of plated geopede myself)
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
So... I've encountered a problem. Arrow Volley Trap -_- 2 mana to kill 5 goblins. Guess I'm going to have to start attacking with 3 max against anyone with a plains untapped.
There's nothing we can do about Arrow Volley Trap other than what we already do against decks who are poised to sweep the board: Don't overextend. Expect the deck that got ya with the Trap to start running Choking Fumes instead once they realize you're on to them.
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Standard
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
Mirror:
If I am on the play
3x Arc Trail/Perilous Myr 3x Chimeric Mass
If I am on the draw
3x Arc Trail/Perilous Myr
4x Myr Sire 4x Chimeric Mass
3x Panic Spellbomb
Boros/Vampires:
3x Arc Trail/Perilous Myr
3x Chimeric Mass
Questions/Concerns: Turn 1: Signal Pest or Goblin Guide I'm sort of on the fence on which to play first. (GG t1:2 t2:4 t3:7 SP t1:0 t2:3 t3:6) Technically Goblin Guide gets in for more damage if played first but with other creatures over a 3 turn clock playing Signal Pest first nets more damage. I've read a few times people saying play Goblin Guide first but after goldfishing/playing a few games, I disagree with that play. What does everyone else think
Devastating Summons: I think I may cut 1 Lightning Bolt and 1 Panic Spellbomb for two Summons as it is another card that gives us reach.
17 Land 3 Mox: I was up to 19 Land 3 Mox but it's gone up and down alot I'm pretty sure I'm gonna settle on 18land 3 Mox. Anyone else settle on a good Land/Mox Count?
Goblin Wardriver: I started out with 4 and at times he has been great and at other times hes been lackluster/out of place. The two mana slot is sort of weird in this deck with Goblin Wardriver, Panic Spellbomb and Goblin Bushwacker taking that slot. Goblin Bushwacker being our best with attack boost and haste; Panic Spellbomb being a good draw, sac target for Kuldotha Rebirth and a way to push through early damage if necessary. I find Goblin Wardriver wanting Haste else Bushwacker and Spellbomb seem better turn 2 plays so I with that in mind I went down too two copies of Wardriver as it is good top deck with Chieftain in Play or 4mana with Bushwacker in hand as it is also a decent two drop. I may go up to three and cut a Chieftain but I'm content with two for now. Anyone else feel this way?
Sideboard: I'm pretty set with the sideboard except with dealing with Kor Firewalker which I think I have to include Perilous Myr instead of Arc Trail as I think it serves the same purpose in each case you want to bring it in.
So... I've encountered a problem. Arrow Volley Trap -_- 2 mana to kill 5 goblins. Guess I'm going to have to start attacking with 3 max against anyone with a plains untapped.
So I am throwing in my hand at Kuldotha Red. I figured it would be useful to discuss my ideas in the context of the deck, rather than replying to a number of separate issues. This is what I have at baseline right now (although it is not complete or fully tested).
I'm sold on CWZ! It basically means you have 12 Battle Cry effects in your deck instead of 8. What's not to like? It plays the Pests and Spellbombs, Mass and the Idol in your deck. Nothing wrong with Mountain, Memnite, Orni, Rebirth on the Orni, then play CWZ and swing for 8 on turn 2. If your opponent swings on his turn to take it, it'll stay tapped and you'll likely get it back, at which time you DS it.
No Skitterz?:o
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Credit to Five-Handed Lizard Shop for the amazing Sig. Link
You know, I took it out for thopters to up the artifact count, but I could add it back now... more testing! Just trying to get the balance right.
I see these RDW decks that are placing and winning and they are all slower decks with Wardrivers and Chieftains and it just makes me wonder if that's the way to go. I haven't really seen anyone running this build win a tournament, but then I haven't seen anyone run this build...
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That said, if I may suggest bumping Arc Trail from a 2.5 tier spell to a slightly higher position. It's no Lightning Bolt, it's no Burst Lightning, but it's yet to disappoint and I've never had to point the one damage at myself or my own creature to throw the two damage at my opponent.
I may try Galvanoth or Red Sun's Zenith at FNM this week to try to get a little extra reach. They're not even close to optimal spells for a burn deck, but I'll try anything to avoid using other colours of mana.
One obvious answer is that your build doesn't take advantage of Mox Opal. A lot of decks that run more than 2 Contested War Zones run 3 or 4 Opals. I don't run any Opals myself, so I am probably only going to run 2 CWZs.
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
Hero works well against control as well but we have to play around it e.g their tapped out after board removal or so.
I have Hero maindeck as a war cry support and 4dmg haster. In addition it goes through walls, oracles and other weenies is a good thing. Koth is in Sideboard because post SB (after siding in Marks, Jinxed Idol, Phyrexian Revokers, Perilous Myr etc) I find that our game play is slower that usual so Koth is there for Mid game, 4/4 haster and ultimate. Might just put him at the sideboard instead if I have space
T2
R Kuldotha Red 46-16
R W Boros
I didnt really mean employing it early on, but rather to use it to push through those last few points of damage while your opponent is on the cusp of stabilizing (or giving it to them in response to a sweeper).
Of course it is bad vs other aggro strategies but we are basically 50/50 against those anyway g1 so I don't see how mainboarding a card that is amazing against Control and Ramp isn't worth it (for those people who do not like Wardriver).
Sig by ChibiSwan~!
"Well, well, if it isn't the most diabolical haters this side of the Mississippi."
Alters and Commissions at [URL="noodlesndoodlesalters.tumblr.com/"]Noodles & Doodles Alters[/URL]!
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Dunno what to think bout this, doesn't sound that bad.
Problem is top decking it.
:symw::symb:Steel Wb Weenie
As the fasted deck in standard, we still want that title under our belt.
I think it's safe to say it's better as a side board card for control and sometimes ramp, just because we already know what the match up is going to be like, and we know that they will pack sweeper hate, so killing our own dudes for idol isn't as bad when we already know it's bound to happen eventually.
Against aggro (which is rising in the standard format right now), it's bad.
Elves don't care about getting rid of their own dudes, and neither does Boros (Squad Hawks).
Using a card that slows us down and is bad against aggro, is just bad for the deck in general.
That's my opinion anyway.
2nd @ PTQ San Juan 2010 [RDW]
3rd @ Provincials 2011 [Solar Flare]
1st @ GPT Orlando 2011 [Mono G Wolf Run]
T8'd @ GPT LA 2012 [UW Delver]
T8'd @ GPT Vancouver 2012 [RW Humans]
T8'd @ GPT Toronto 2012 [UWR Midrange]
Attended GP Toronto 2012, but didn't get there [UR Twin]
Currently top 8'd every GPT I ever entered
That's pretty much the only downside to it.
In case anyone is curious, here's what i'm running:
4 Memnite
4 Signal Pest
4 Goblin Guide
4 Goblin Wardriver
3 Hero of Oxid Ridge
4 Goblin Bushwhacker
4 Pyretic Ritual
4 Lightning Bolt
19 Mountain
3 Contested War Zone
In development (Post rotation):
RUGWalkersRUG
I think what I like most about it is that you can drop a Hero of Oxid Ridge out of nowhere while they sit behind their chump blockers and really nail them.
In development (Post rotation):
RUGWalkersRUG
On Contested War Zone: Yeah, my playtesting has shown that more than 2 CWZ in non-Opal builds is generally not a good idea because of exactly what Knyght noted. CWZs should serve as extra Bushwhackers rather than land to be tapped for mana, and since a significant amount of opening hands in this deck are going to have 2 land, you don't wanna get caught with a Mountain and a CWZ when what you really need is two Mountains. So I would say 2 CWZ is the perfect amount for minimizing the occurrence of those kinds of 2-land hands while still making an impact on the deck's speed. However, if you are playing Opals, then there's no reason not to run CWZ as a 4-of.
On Jinxed Idol: Even if you're in a control-heavy meta, this is not a card to be played in the mainboard. Control decks may be a dime a dozen (not literally, but that subject is for another thread) in a format ruled by Jace, but everything your opponent plays other than him can vary wildly from deck to deck.
On Bonehoard: If you're going to abuse the creatures in your graveyard for power, why not just play Molten-Tail Masticore? The early version of this deck piloted by Chris Cannon had him as 1 random, and even though he doesn't double as an Equipment, he can still deal 8 damage a turn by attacking and flinging dead creatures at your opponent's dome. Perfect for post-boardwipe. Personally, though, I'm liking Hero of Oxid Ridge in the 4-slot (if you have any) better, just because of the haste and battle cry.
On Pyretic Ritual: Whoa. Didn't see that super-secret tech coming.
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
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Goblin Wardriver - seems great so far, turn 2 him and turn 3 bushwhacker is awesome.
Contested War Zone - No thanks
Jinxed Idol - SB for sure
Mox Opal - play 'em if you got em. Seems ok but I don't have them and that is because I don't want to play them.
Pyretic Ritual - no
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
SELLING A CHAMPS DORAN + LIBRARY OF ALEXANDRIA + FOIL DARK CONFIDANT
MY TRADE THREAD _/_ ALWAYS OPEN TO TRADING SOMETHING _\_ HAVE A LOOK
Fundaments for the cards u say that are a no?
:symw::symb:Steel Wb Weenie
in addition, Justin Vizaro of TCGplayer.com has an article up about his understanding of red, it might be a good place to evaluate cards that dont see much play and the mindset behind them. Here is the link to the article http://magic.tcgplayer.com/db/article.asp?ID=9440 He seems to lean toward cutting proven cards for the deck, but take what you will (I agree with his assessment of Kargan Dragonlord but not his assessment of plated geopede myself)
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
There's nothing we can do about Arrow Volley Trap other than what we already do against decks who are poised to sweep the board: Don't overextend. Expect the deck that got ya with the Trap to start running Choking Fumes instead once they realize you're on to them.
:symu::symb: Blue-Black Control | Red Deck Wins
Legacy
Elves
Commander
:symu::symr::symg: Riku of Two Reflections | :symb::symg::symw: Ghave, Guru of Spores
Pyroclasm.
Game 2, feign a poor draw. Play your Chimeric Masses and Moxes. They're going to go all-in to take advantage of your weakness.
Turn 2 or 3 blowout with Pyroclasm, then dump your hand and win.
Game 3 (if you lost the first) -- They'll have no idea how to play you, thus making mistakes.
4x Goblin Guide
4x Goblin Bushwacker
2x Goblin Wardriver
3x Goblin Chieftain
4x Signal Pest
4x Memnite
4x Ornithopter
4x Chimeric Mass
3x Panic Spellbomb
3x Mox Opal
4x Lightning Bolt
4x Kuldotha Rebirth
Land:
3x Contested Warzone
14x Mountain
4x Myr Sire
3x Tuktuk the Explorer
4x Jinxed Idol
1x Mark of Mutiny
3x Arc Trail
Sideboard Plan:
Valakut:
4x Myr Sire
3x TukTuk the Explorer
1x Mark of Mutiny
4x Lightning Bolt
2x Goblin Wardriver
3x Panic Spellbomb
UB Control:
4x Jinxed Idol
4x Myr Sire
3x TukTuk the Explorer
4x Lightning Bolt
2x Goblin Wardriver
3x Panic Spellbomb
2x Ornithopter
RUG:
4x Myr Sire
3x TukTuk the Explorer
4x Jinxed Idol
4x Lightning Bolt
2x Goblin Wardriver
3x Panic Spellbomb
2x Ornithopter
Mirror:
If I am on the play
3x Arc Trail/Perilous Myr
3x Chimeric Mass
If I am on the draw
3x Arc Trail/Perilous Myr
4x Myr Sire
4x Chimeric Mass
3x Panic Spellbomb
Boros/Vampires:
3x Arc Trail/Perilous Myr
3x Chimeric Mass
Questions/Concerns:
Turn 1: Signal Pest or Goblin Guide I'm sort of on the fence on which to play first. (GG t1:2 t2:4 t3:7 SP t1:0 t2:3 t3:6) Technically Goblin Guide gets in for more damage if played first but with other creatures over a 3 turn clock playing Signal Pest first nets more damage. I've read a few times people saying play Goblin Guide first but after goldfishing/playing a few games, I disagree with that play. What does everyone else think
Devastating Summons: I think I may cut 1 Lightning Bolt and 1 Panic Spellbomb for two Summons as it is another card that gives us reach.
17 Land 3 Mox: I was up to 19 Land 3 Mox but it's gone up and down alot I'm pretty sure I'm gonna settle on 18land 3 Mox. Anyone else settle on a good Land/Mox Count?
Goblin Wardriver: I started out with 4 and at times he has been great and at other times hes been lackluster/out of place. The two mana slot is sort of weird in this deck with Goblin Wardriver, Panic Spellbomb and Goblin Bushwacker taking that slot. Goblin Bushwacker being our best with attack boost and haste; Panic Spellbomb being a good draw, sac target for Kuldotha Rebirth and a way to push through early damage if necessary. I find Goblin Wardriver wanting Haste else Bushwacker and Spellbomb seem better turn 2 plays so I with that in mind I went down too two copies of Wardriver as it is good top deck with Chieftain in Play or 4mana with Bushwacker in hand as it is also a decent two drop. I may go up to three and cut a Chieftain but I'm content with two for now. Anyone else feel this way?
Sideboard: I'm pretty set with the sideboard except with dealing with Kor Firewalker which I think I have to include Perilous Myr instead of Arc Trail as I think it serves the same purpose in each case you want to bring it in.
Splash Blue for Spell Pierce!
Now that would be secret tech!
4x Goblin Guide
4x Goblin Bushwhacker
4x Signal Pest
4x Memnite
4x Ornithopter
Removal:
4x Galvanic Blast
3x Chimeric Mass
3x Mox Opal
2x Devastating Summons
4x Kuldotha Rebirth
4x Flayer Husk
Land:
4x Contested War zone
16x Mountain
4x Jinxed Idol
4x Perilous Myr
2x Phyrexian Revoker
3x Arc Trail
2x Forked Bolt
Current revision of my deck.
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
13 Mountain
3 Contested Warzone
Artifacts 6
4 Mox Opal
2 Panic Spellbomb
Artifact Creatures 12
4 Ornithopter
4 Memnite
4 Signal Pest
4 Goblin Guide
4 Goblin Bushwhacker
2 Goblin Wardriver
Burn 8
4 Lightning Bolt
4 Galvanic Blast
Other 8
4 Kuldotha Rebirth
4 Quest for Pure Flame
3 Flame Slash
4 Perilous Myr
3 Tuktuk the Explorer
3 Jinxed Idol
2 Pyroclasm
No Skitterz?:o
Credit to Five-Handed Lizard Shop for the amazing Sig.
Link
Standard: MBC
EDH:
Kaalia
You know, I took it out for thopters to up the artifact count, but I could add it back now... more testing! Just trying to get the balance right.
I see these RDW decks that are placing and winning and they are all slower decks with Wardrivers and Chieftains and it just makes me wonder if that's the way to go. I haven't really seen anyone running this build win a tournament, but then I haven't seen anyone run this build...