K-Red seems very well positioned to do well in the future, but how's the match-up against valakut/twin? they're MB'ing Pyro's and Slag's these days, and so are BigRed.
I haven't really tested it against Valakut (Read: No one around here runs it), but as for Splinter Twin, Unless either A. They don't get either Exarch or Splinter or B. Somehow, in some cosmic way, they don't realize that you can get infinite tokens, Kuldotha usually loses first round, and then sideboard kicks in, and you're able to turn their tokens into your tokens with AoA right as they tap for that first token.
Private Mod Note
():
Rollback Post to RevisionRollBack
It is my firm belief that everypony should pony pony to pony and pony.
What do you guys think of Hero of Oxid Ridge in this deck. I thinking of running two of him in this style of a deck. it seems to me like I wanna either start big with a Goblin Guide or turn one Rebirth into Bushwhacker. But Hero seems like a good finish to play turn 4 if your opponent is starting to stablize
What do you guys think of Hero of Oxid Ridge in this deck. I thinking of running two of him in this style of a deck. it seems to me like I wanna either start big with a Goblin Guide or turn one Rebirth into Bushwhacker. But Hero seems like a good finish to play turn 4 if your opponent is starting to stablize
I don't run any 4-mana drops MD, however, I do run two in my SB. However, his name is Koth rather than Hero because I find that Koth can help you transition into midgame-late game territory than Hero. He's a lot better against board sweeping Control decks than Hero ever can hope to be.
Anyway, yeah guys, I've been playing Kuldotha Red for a long time. However, I would also like to dabble in a pure Goblin deck before Zendikar rotates in September. Really though, what is the difference between KRed and Goblins? Is one strictly better than the other? I personally heard that they're just different and simply operate using different playing styles. However, I must ask the nature of the Goblin style in comparison to the KRed style of play. I would like to thank you all for your input in advance.
I don't run any 4-mana drops MD, however, I do run two in my SB. However, his name is Koth rather than Hero because I find that Koth can help you transition into midgame-late game territory than Hero. He's a lot better against board sweeping Control decks than Hero ever can hope to be.
Anyway, yeah guys, I've been playing Kuldotha Red for a long time. However, I would also like to dabble in a pure Goblin deck before Zendikar rotates in September. Really though, what is the difference between KRed and Goblins? Is one strictly better than the other? I personally heard that they're just different and simply operate using different playing styles. However, I must ask the nature of the Goblin style in comparison to the KRed style of play. I would like to thank you all for your input in advance.
Well, KRed focuses on using Artifacts, whereas full goblins I would assume would be more "OMG SWARMSWARMSWARM KEKEKEKEKEKEKE"
Private Mod Note
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Rollback Post to RevisionRollBack
It is my firm belief that everypony should pony pony to pony and pony.
Anyway, yeah guys, I've been playing Kuldotha Red for a long time. However, I would also like to dabble in a pure Goblin deck before Zendikar rotates in September. Really though, what is the difference between KRed and Goblins? Is one strictly better than the other? I personally heard that they're just different and simply operate using different playing styles. However, I must ask the nature of the Goblin style in comparison to the KRed style of play. I would like to thank you all for your input in advance.
I made a transition from kuldotha to Gobos and it was good for a time before people started to get wise and use Guideon and mental misstep. Goblins plays a lot like RDW back in the day. There is more late game and utility in gobos since you use cards like emberhauler and the spikeshot elder that allow you to clear the board for your guys and can even end the game in a pinch.
Strategy wise in kuldotha you rush all the time in Gobos you rush first five turns then sit and block or remove guys and attack (depending if you are vs agroo or control). I found gobos resilient vs pyroclasm since you can hold back and still have a threat also the two global haste effects in bushwhacker and chieftain. Gobos also have some immunity to ratchet bombs. All in all gobos has superior reach vs kuldotha and less than RDW. I had to strugle to beat Mono B with obliterator.
I took my K-Red list to FNM (or technically SNM because the place does standard on Saturday) and without Stoneforge giving me batterskull problems I was able to pull a 3-1 fourth place record. This was my list
I ended up playing 3 infect decks, each being played very differently, and my last match was the hardest against RDW packing lots of burn spells that gave me a really tough time.
Match 1 - Win
Mono Black Infect, 2-1
This was a cool deck and it looked like something I would play myself if it started putting out some good results. Sadly it is too slow in this meta because it doesn't have any 1 drops and it gets really cogged at the 3 drop slot. He thought his Phyrexian Crusaders and Black Suns Zeniths were going to save him against red, but I went off with really fast hands on games 1 and 3 leavin him at critical life totals before he could even play 3 drops to defend himself with. Game 2 i lost because of some really bad draws, but even than I got 12 points of damage across while drawing far too many lands.
Match 2 - Loss
Green/Blue Infector Gadget (All-In-Fect), 1-2
This was a game against a guy that I know well, so I wasn't surprised to see him playing a very original homebrew, and I also wasn't surprised to hear that it has been showing some really good results. He uses Glistener Elf, Inkmoth Nexus, and Blighted Agent, to push poison through quickly with pump spells. At first I thought it was a joke and would be weaker than the Mono Green lists that seem to be more fragile than K-Red at times, but after game 1 I realized that this was not the case. Vines of Vastwood and Apostles Blessing make his creatures almost removal proof, but beyond that, the pilot is really good and knows how to adapt to a new match-up really quicly. His strategy turned from quick kills to a prolonged game of stalling until he had surefire hands that would guarantee close to 10 poison counters, and Birds of Paradise helped him hit enough mana to cast a handfuls of cards simultaneously. This match ended up playing very similar to a mirror for me. Now that I'm building a sideboard I have to make sure this monster of a deck is in mind when I'm picking out cards.
Match 3, Win
Black Blue Infect, 2-0
This match was a lot like my first, but the blue helped it play a more traditional control strategy. I played this guy a few weeks before so he knew what deck I was playing and mulliganed accordingly. Again, speed one me these before he had the chance to stabilize, and even when I saw a Phyrexian Crusader I was able to play around it by hitting him with more creatures than he could block, and burning the rest of his life away.
Match 4, Win
Red Deck Wins, 2-0
This was actually my hardest match, because my deck is nothing but small creatures and his deck was nothing but burn, we played a lot of trading a card for a card until we saw who had the most left, and it involved making a lot of tricky decisions. Lucky me though I was able to set off a Kuldotha Rebirth(sacking the mox opal that payed for it) on a field with a Memnite and an Ornithopter and kick a bushwhacker on turn 2. After that he had to waste all his steam on killing as many guys as he could, though even with 2 creatures left I dropped a Contested Warzone and was able to deal a substantial amount of damage. The next game I wasn't as lucky though. I had my guys burned off before they could deal damage and I ended up with a Signal Pest, a Mox Opal, a Porcelain Legionaire, and another Mox Opal in hand at 4 life. Then he proceeded to draw 4 lands in a row as I drew 2 Goblin Bushwhackers and a Kuldotha Rebirth. I was smart not to play my Legionaire after finding out he had a bolt in hand the entire time.
Overall I love this deck and feel it is very competitive without Stoneforge Mystic and very early Batterskulls in the format. Jace was never a huge prblem because we could win before or right after he hit the table, but without that insane instant speed life gain that doubled as a win condition coming down on our third turn, we can definitely pilot this deck to some success. The Porcelain Legionnaires hold their own and are one of my favorite additions, now that aggro is becoming a bigger part of the meta he can be a huge 3 drop whos first strike saves himself where just about every other creature in this deck dies. Contested Warzone is one of the strongest cards in this deck. Some games I find my self attributing ridiculous amounts of damage to this card and it often turns some of my tiny armies of useless 1/1s into a lethal force, and to anybody questioning its uses because its colorless, this card is probably one of the most important in the deck. I'm even looking into using the Warzones in other archetypes like Elves, where they have forces as big in numbers as ours, because if you are planning on dealing damage in the form on 1/1s this card is essentially doubling that figure.
I made a transition from kuldotha to Gobos and it was good for a time before people started to get wise and use Guideon and mental misstep. Goblins plays a lot like RDW back in the day. There is more late game and utility in gobos since you use cards like emberhauler and the spikeshot elder that allow you to clear the board for your guys and can even end the game in a pinch.
Strategy wise in kuldotha you rush all the time in Gobos you rush first five turns then sit and block or remove guys and attack (depending if you are vs agroo or control). I found gobos resilient vs pyroclasm since you can hold back and still have a threat also the two global haste effects in bushwhacker and chieftain. Gobos also have some immunity to ratchet bombs. All in all gobos has superior reach vs kuldotha and less than RDW. I had to strugle to beat Mono B with obliterator.
So yeah, I guess you say that KRed is faster and Gobblos have more utility? Well, both mentalities seem fun and it seems to me that both decks would have their tough match-ups. But yeah, thanks for the input.
I'm not quite getting what the black splash is for. Dismember? If you're splashing black, you might want to add Dark Tutelage.
Yeah I just through those in there just to test, they prevent life payment with dismember. May as well just be mountains. Dark tutelage is an interesting idea, though.
Also, I am going to run goblin grenade instead of artillerize after m12 becomes legal.
Hmm, Perilous Myr is better in the sideboard. If you're trying to fight firewalker, Dismember might be more useful. You should probably replace Galvanic Blast with Forked Bolt or have a 2/2 split. They both have their uses. I really don't get the temple bell. If you want more gas late game, could splash black for Dark Tutelage. My opinion about teetering peaks is that it's too slow and doesn't give enough effect, but that's just personal preference. Fetchlands? Here's a link to my rant about them: RANT (Has factual information, too). Someone else said this about your sideboard, but what are you trying to sideboard against? Pyroclasm just hurts you, too. When fighting other aggro decks, cards like Arc Trail and Forked Bolt work well. Tunnel ignus really isn't a great card against Valakut. People tried it out and it didn't work. Elixir of Immortality really isn't necessary. In this deck, you are trying to win really quickly and don't need lifegain effects or shuffling. Cunning Sparkmage is a good card, but it a bit too expensive.
I'd cut a grenade and the temple bells for signal pest. Also, I would take pyroclasm out for arc trail. Run Dismember, act of aggression in sb imo. I even md dismember. You might also want to add a couple contested war zones.
I have absolutely no idea about the sideboard, but it doesn't seem terrible. This build isn't ridiculously fast at all (not to say it can't be, but on average it plays more like Goblins than Kuldotha). Having 6 lords to play with is fun.
Interesting on the Adaptive Automation, looks like a solid build. If you wanted to you could bump Signal Pest up to 4, drop burning rage to 2 and that would speed up the deck. Run the third, maybe fourth burning rage in the sideboard for the Kor Firewalker/protection from red matchups.
So for Adaptive Automation, what was your typical play? Copy a gobbo or use it to scoop a bigger guy of theirs?
I have absolutely no idea about the sideboard, but it doesn't seem terrible. This build isn't ridiculously fast at all (not to say it can't be, but on average it plays more like Goblins than Kuldotha). Having 6 lords to play with is fun.
I have absolutely no idea about the sideboard, but it doesn't seem terrible. This build isn't ridiculously fast at all (not to say it can't be, but on average it plays more like Goblins than Kuldotha). Having 6 lords to play with is fun.
so why are you playing adaptive automaton when you havent even maxed out on goblin chieftains?
Fetchlands? Here's a link to my rant about them: RANT (Has factual information, too).
And yet, when someone points out the fact that KRed is an Aggro deck and not concerned with your own life total in most matchups and so the incredibly small benefit you get for running fetch lands is worth it because the downside is even smaller, you admit that:
part of the reason I don't like fetchlands because they're too expensive. Wizards should release boosters that only contain cards that are $10+ to drive down prices. "Aww man, not another Jace the Mind Sculptor, I wanted a Time Walk."
And yet, when someone points out the fact that KRed is an Aggro deck and not concerned with your own life total in most matchups and so the incredibly small benefit you get for running fetch lands is worth it because the downside is even smaller, you admit that:
NO BUDGET DISCUSSION IS ALLOWED.
My apologies about the budget discussion, I've edited my post. It definitely does peeve me that tournament staples these days are so expensive but that isn't my main reason for opposing fetchlands in K-Red. My main reason for arguing against fetchlands is that, despite the fact that K-Red doesn't care as much about life as other decks, the advantage gained is much too small and inconsistent for the life loss. Especially now, red decks and aggro in general seem to be more prevalent without Caw-Blade, so there will likely be more red decks running around. I guess it does depend on your meta-game. If you have lots of other aggro decks, the life loss probably will matter. If there's lots of control, go for it.
My apologies about the budget discussion, I've edited my post. It definitely does peeve me that tournament staples these days are so expensive but that isn't my main reason for opposing fetchlands in K-Red. My main reason for arguing against fetchlands is that, despite the fact that K-Red doesn't care as much about life as other decks, the advantage gained is much too small and inconsistent for the life loss. Especially now, red decks and aggro in general seem to be more prevalent without Caw-Blade, so there will likely be more red decks running around. I guess it does depend on your meta-game. If you have lots of other aggro decks, the life loss probably will matter. If there's lots of control, go for it.
Which is a lot different than "If you run fetchlands, I will punch you in the face through the internet."
The statistics matter when making a choice, but at the end of the day, it comes down to the decision of trading a small amount of life for a small increase in the chance to draw a non-land. The meta shapes that choice. As you said, more aggro decks imply that life matters more. Personally, if I'm playing KRed, I will always assume the aggro which means that I am ok with losing a small amount of life for any increase in the chance of drawing a non-land. If I am not the aggro or not the best aggro, I would probably play a different deck.
I haven't really tested it against Valakut (Read: No one around here runs it), but as for Splinter Twin, Unless either A. They don't get either Exarch or Splinter or B. Somehow, in some cosmic way, they don't realize that you can get infinite tokens, Kuldotha usually loses first round, and then sideboard kicks in, and you're able to turn their tokens into your tokens with AoA right as they tap for that first token.
They're like, "Hey, I'm a panda. I chew on bamboo. I'm so chill."
I wish I was a panda.
Standard: UBW Solar Flare. UBW
Modern: UUR Storm R
They're like, "Hey, I'm a panda. I chew on bamboo. I'm so chill."
I wish I was a panda.
Standard: UBW Solar Flare. UBW
Modern: UUR Storm R
I don't run any 4-mana drops MD, however, I do run two in my SB. However, his name is Koth rather than Hero because I find that Koth can help you transition into midgame-late game territory than Hero. He's a lot better against board sweeping Control decks than Hero ever can hope to be.
Anyway, yeah guys, I've been playing Kuldotha Red for a long time. However, I would also like to dabble in a pure Goblin deck before Zendikar rotates in September. Really though, what is the difference between KRed and Goblins? Is one strictly better than the other? I personally heard that they're just different and simply operate using different playing styles. However, I must ask the nature of the Goblin style in comparison to the KRed style of play. I would like to thank you all for your input in advance.
Well, KRed focuses on using Artifacts, whereas full goblins I would assume would be more "OMG SWARMSWARMSWARM KEKEKEKEKEKEKE"
I made a transition from kuldotha to Gobos and it was good for a time before people started to get wise and use Guideon and mental misstep. Goblins plays a lot like RDW back in the day. There is more late game and utility in gobos since you use cards like emberhauler and the spikeshot elder that allow you to clear the board for your guys and can even end the game in a pinch.
Strategy wise in kuldotha you rush all the time in Gobos you rush first five turns then sit and block or remove guys and attack (depending if you are vs agroo or control). I found gobos resilient vs pyroclasm since you can hold back and still have a threat also the two global haste effects in bushwhacker and chieftain. Gobos also have some immunity to ratchet bombs. All in all gobos has superior reach vs kuldotha and less than RDW. I had to strugle to beat Mono B with obliterator.
4 Goblin Guide
4 Signal Pest
4 Memnite
4 Ornithopter
3 Goblin Wardriver
3 Porcelain Legionaire
4 Goblin Bushwhacker
3 Mox Opal
2 Chimeric Mass
Spells 11
4 Kuldotha Rebirth
4 Lightning Bolt
1 Burst Lightning
2 Arc trail
3 Contested Warzone
15 Mountain
I ended up playing 3 infect decks, each being played very differently, and my last match was the hardest against RDW packing lots of burn spells that gave me a really tough time.
Match 1 - Win
Mono Black Infect, 2-1
This was a cool deck and it looked like something I would play myself if it started putting out some good results. Sadly it is too slow in this meta because it doesn't have any 1 drops and it gets really cogged at the 3 drop slot. He thought his Phyrexian Crusaders and Black Suns Zeniths were going to save him against red, but I went off with really fast hands on games 1 and 3 leavin him at critical life totals before he could even play 3 drops to defend himself with. Game 2 i lost because of some really bad draws, but even than I got 12 points of damage across while drawing far too many lands.
Match 2 - Loss
Green/Blue Infector Gadget (All-In-Fect), 1-2
This was a game against a guy that I know well, so I wasn't surprised to see him playing a very original homebrew, and I also wasn't surprised to hear that it has been showing some really good results. He uses Glistener Elf, Inkmoth Nexus, and Blighted Agent, to push poison through quickly with pump spells. At first I thought it was a joke and would be weaker than the Mono Green lists that seem to be more fragile than K-Red at times, but after game 1 I realized that this was not the case. Vines of Vastwood and Apostles Blessing make his creatures almost removal proof, but beyond that, the pilot is really good and knows how to adapt to a new match-up really quicly. His strategy turned from quick kills to a prolonged game of stalling until he had surefire hands that would guarantee close to 10 poison counters, and Birds of Paradise helped him hit enough mana to cast a handfuls of cards simultaneously. This match ended up playing very similar to a mirror for me. Now that I'm building a sideboard I have to make sure this monster of a deck is in mind when I'm picking out cards.
Match 3, Win
Black Blue Infect, 2-0
This match was a lot like my first, but the blue helped it play a more traditional control strategy. I played this guy a few weeks before so he knew what deck I was playing and mulliganed accordingly. Again, speed one me these before he had the chance to stabilize, and even when I saw a Phyrexian Crusader I was able to play around it by hitting him with more creatures than he could block, and burning the rest of his life away.
Match 4, Win
Red Deck Wins, 2-0
This was actually my hardest match, because my deck is nothing but small creatures and his deck was nothing but burn, we played a lot of trading a card for a card until we saw who had the most left, and it involved making a lot of tricky decisions. Lucky me though I was able to set off a Kuldotha Rebirth(sacking the mox opal that payed for it) on a field with a Memnite and an Ornithopter and kick a bushwhacker on turn 2. After that he had to waste all his steam on killing as many guys as he could, though even with 2 creatures left I dropped a Contested Warzone and was able to deal a substantial amount of damage. The next game I wasn't as lucky though. I had my guys burned off before they could deal damage and I ended up with a Signal Pest, a Mox Opal, a Porcelain Legionaire, and another Mox Opal in hand at 4 life. Then he proceeded to draw 4 lands in a row as I drew 2 Goblin Bushwhackers and a Kuldotha Rebirth. I was smart not to play my Legionaire after finding out he had a bolt in hand the entire time.
Overall I love this deck and feel it is very competitive without Stoneforge Mystic and very early Batterskulls in the format. Jace was never a huge prblem because we could win before or right after he hit the table, but without that insane instant speed life gain that doubled as a win condition coming down on our third turn, we can definitely pilot this deck to some success. The Porcelain Legionnaires hold their own and are one of my favorite additions, now that aggro is becoming a bigger part of the meta he can be a huge 3 drop whos first strike saves himself where just about every other creature in this deck dies. Contested Warzone is one of the strongest cards in this deck. Some games I find my self attributing ridiculous amounts of damage to this card and it often turns some of my tiny armies of useless 1/1s into a lethal force, and to anybody questioning its uses because its colorless, this card is probably one of the most important in the deck. I'm even looking into using the Warzones in other archetypes like Elves, where they have forces as big in numbers as ours, because if you are planning on dealing damage in the form on 1/1s this card is essentially doubling that figure.
So yeah, I guess you say that KRed is faster and Gobblos have more utility? Well, both mentalities seem fun and it seems to me that both decks would have their tough match-ups. But yeah, thanks for the input.
3 [ZEN] Teetering Peaks
11 [ON] Mountain (2)
2 [MBS] Contested War Zone
2 [M11] Dragonskull Summit
2 [SOM] Blackcleave Cliffs
// Creatures
4 [ZEN] Goblin Guide
4 [ZEN] Goblin Bushwhacker
4 [MGD] Memnite
4 [SOM] Perilous Myr
4 [MBS] Signal Pest
4 [SOM] Kuldotha Rebirth
3 [SOM] Panic Spellbomb
3 [R] Lightning Bolt
3 [NPH] Dismember
4 [SOM] Arc Trail
3 [NPH] Artillerize
I'm not quite getting what the black splash is for. Dismember? If you're splashing black, you might want to add Dark Tutelage.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Yeah I just through those in there just to test, they prevent life payment with dismember. May as well just be mountains. Dark tutelage is an interesting idea, though.
Also, I am going to run goblin grenade instead of artillerize after m12 becomes legal.
4x Goblin Guide
4x Goblin Bushwhacker
4x Memnite
4x Perilous Myr
3x Goblin Chieftan
Spells 22:
4x Kuldotha Rebirth
4x Lightning Bolt
4x Galvanic Blast
4x Goblin Grenade
3x Chimeric Mass
3x Temple Bell
3x Teetering Peaks
2x Arid Mesa
2x Scalding Tarn
11x Mountain
4x Pyroclasm
3x Tunnel Ignus
2x Elixir of Immortality
3x Cunning Sparkmage
3x Leyline of Punishment
GGGMGAGGG
RRRRed AffinityRRR
RGShamansGR
BWB/W ControlWB
EDH:
Maelstrom Wanderer
Heartless Hidetsugu
Cromat
Nicol Bolas
Sapling of Colfenor
Mayael the Anima
Hmm, Perilous Myr is better in the sideboard. If you're trying to fight firewalker, Dismember might be more useful. You should probably replace Galvanic Blast with Forked Bolt or have a 2/2 split. They both have their uses. I really don't get the temple bell. If you want more gas late game, could splash black for Dark Tutelage. My opinion about teetering peaks is that it's too slow and doesn't give enough effect, but that's just personal preference. Fetchlands? Here's a link to my rant about them: RANT (Has factual information, too). Someone else said this about your sideboard, but what are you trying to sideboard against? Pyroclasm just hurts you, too. When fighting other aggro decks, cards like Arc Trail and Forked Bolt work well. Tunnel ignus really isn't a great card against Valakut. People tried it out and it didn't work. Elixir of Immortality really isn't necessary. In this deck, you are trying to win really quickly and don't need lifegain effects or shuffling. Cunning Sparkmage is a good card, but it a bit too expensive.
I'd cut a grenade and the temple bells for signal pest. Also, I would take pyroclasm out for arc trail. Run Dismember, act of aggression in sb imo. I even md dismember. You might also want to add a couple contested war zones.
4 Perilous Myr
4 Goblin Bushwhacker
4 Signal Pest
4 Memnite
3 Goblin Cheiftain
3 Ornithopter
4 Arc Trail
4 Lightning Bolt
4 Kuldotha Rebirth
3 Chimeric Mass
3 Goblin Grenade
Lands:
4 Contested Warzone
16 Mountains
3 Tuktuk the explorer
4 Act of Aggression
4 Combust
4 Dismember
And how'd it go?
4 Memnite
4 Goblin Guide
4 Goblin Arsonist
4 Goblin Bushwhacker
3 Goblin Chieftain
3 Adaptive Automaton
2 Signal Pest
4 Shrine of Burning Rage
Burn (8):
4 Goblin Grenade
4 Lightning Bolt
Sorceries (4):
4 Kuldotha Rebirth
Lands (20):
18 Mountain
2 Teetering Peaks
3 Dismember
2 Combust
3 Arc Trail
3 Act of Aggression
4 Perilous Myr
I have absolutely no idea about the sideboard, but it doesn't seem terrible. This build isn't ridiculously fast at all (not to say it can't be, but on average it plays more like Goblins than Kuldotha). Having 6 lords to play with is fun.
SELLING A CHAMPS DORAN + LIBRARY OF ALEXANDRIA + FOIL DARK CONFIDANT
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So for Adaptive Automation, what was your typical play? Copy a gobbo or use it to scoop a bigger guy of theirs?
so why are you playing adaptive automaton when you havent even maxed out on goblin chieftains?
And yet, when someone points out the fact that KRed is an Aggro deck and not concerned with your own life total in most matchups and so the incredibly small benefit you get for running fetch lands is worth it because the downside is even smaller, you admit that:
NO BUDGET DISCUSSION IS ALLOWED.
My apologies about the budget discussion, I've edited my post. It definitely does peeve me that tournament staples these days are so expensive but that isn't my main reason for opposing fetchlands in K-Red. My main reason for arguing against fetchlands is that, despite the fact that K-Red doesn't care as much about life as other decks, the advantage gained is much too small and inconsistent for the life loss. Especially now, red decks and aggro in general seem to be more prevalent without Caw-Blade, so there will likely be more red decks running around. I guess it does depend on your meta-game. If you have lots of other aggro decks, the life loss probably will matter. If there's lots of control, go for it.
Which is a lot different than "If you run fetchlands, I will punch you in the face through the internet."
The statistics matter when making a choice, but at the end of the day, it comes down to the decision of trading a small amount of life for a small increase in the chance to draw a non-land. The meta shapes that choice. As you said, more aggro decks imply that life matters more. Personally, if I'm playing KRed, I will always assume the aggro which means that I am ok with losing a small amount of life for any increase in the chance of drawing a non-land. If I am not the aggro or not the best aggro, I would probably play a different deck.