This. So totally this. When I placed 10th at the SCG Alberta Regionals I only ran 3 Thunderbreaks for this very reason. I literally only included them to add value to Draconic Roar, because it is the best burn spell in Standard with that kicker. Sure it helped me in a few games - but I didn't rely on it.
I went up against a black deck who used Infinite Obliteration naming it and I was like "Okay, sure!" - if he had named any other creature I would have been stressing out, but he named the one creature I didn't care about. I guess he thought of it as my "late game finisher" when I'm all about getting in with little bits of damage over time and burning to the face to finish.
following my defeat at Game Day, i sought to get back. i copied ShowTime_'s RDW to test it. i had to modify the sideboard, of course, since his has Thunderbreak Regents and Draconic Roar.
Round 1 vs B/R Vampires. Win (2-0). his was an untuned deck with the usual vampire creatures and Lupine Prototype.
Round 2 vs G/R Ramp. Win (2-0). as usual, so long as there's no red source, just attack and deploy. a turn 4 kill was made.
Round 3 vs U/R Thermo-Thing. Win (2-0). this one i actually dreaded. they should have a lot or removal for my creatures. fortunately for me, a Hanweir Garrison managed to live long enough for it to meld with Hanweir Battlements and totally win the game.
Round 4 vs Bant Coco. Win (2-0). the big one. fortunately for me, i drew removals at a timely manner to get rid of blockers. Hanweir Garrison did a lot of work as it lives through a blocking Sylvan Advocate or Reflector Mage. the card's power level is nuts, honestly.
other cards that significantly contributed to me winning the games:
1. Borderland Marauder - i call her Borderland Murderer now. able to trade with most 2 drops and chip away chunks of life total is no joke.
2. Collective Defiance - this card actually makes me wanna reach 4 mana. the Escalate ability to deal 4 damage to creature and 3 damage to player is a real pain.
3. Incendiary Flow - this along with Fiery Impulse made sure my Borderland Murderers and Hanweir Garrisons meet no opposition. also is a good finisher if opponent's life total is within its range.
so, yeah, i was 4-0 and got Ishkanah and Mausoleum Wanderer as sellable rares in the prize packs. i can sleep happy tonight.
Good job, Thor!
Did you find Hanwier Battlements useful or a hindrance? Did you keep any starting hands with out a one drop?
Luckily you didn't have to deal with any BW or GB decks. Liliana's +1 wreaks havoc on a lot our attackers.
Marquee win: Bant Coco
Good job, Thor!
Did you find Hanwier Battlements useful or a hindrance? Did you keep any starting hands with out a one drop?
Luckily you didn't have to deal with any BW or GB decks. Liliana's +1 wreaks havoc on a lot our attackers.
Marquee win: Bant Coco
thanks!
well, i actually used Hanweir Battlement's ability to give creatures haste twice, IIRC. also, the meld ability with Garrison helped me secure a win. so i like it.
i think i kept at least 1 hand without a one drop, and the two drop was an Abbot, which i played on my turn 2. no regrets.
actually, before the start of FNM, i got the opportunity to playtest with a player who's qualified for RPTQ this weekend. he was using a Sultai Delirium deck. i went 3-0 there. he didn't play at FNM. then after the final round, another player approached me and asked for a playtest against his B/G Delirium. i went 2-0 against that one.
i am unsure if the deck is just really good or i just got really lucky.
Have you considered trying ravenous bloodseeker? He's really good if you run distemper aswell.
I've thought about him.. but IDK. He doesn't have trample and +2/-2 makes him a bit easy to chump block. The major benefit to him is I can discard at instant speed rater than having to do it at the beginning of combat, although I grant with Distemper it allows me to discard 2 cards to make him 7/1 . I'm hoping we get another +damage and trample instant in Kaladesh, then maybe (I've also been tempted to splash W for Ride Down)
1. Borderland Marauder - i call her Borderland Murderer now. able to trade with most 2 drops and chip away chunks of life total is no joke.
Interesting... she even trades with Sylvan Advocate early (which people would be reluctant to do because Advocate has so much more value later) I'll consider that.
2. Collective Defiance - this card actually makes me wanna reach 4 mana. the Escalate ability to deal 4 damage to creature and 3 damage to player is a real pain.
Yes, yes! Collective Defiance is one of the best cards red has right now.
3. Incendiary Flow - this along with Fiery Impulse made sure my Borderland Murderers and Hanweir Garrisons meet no opposition. also is a good finisher if opponent's life total is within its range.
Ayup. It's also great because it doesn't trigger 'dies' effects - it is exiled INSTEAD. Great for getting rid of Hangarback Walker and Zulaport Cutthroat and similar nasties.
What do you use Twin Bolt in a sideboard against? I've been using Savage Alliance to deal with 1 toughness creatures. It's a little more expensive, but more versatile.
Another card I've been thinking about putting in my deck with Scourge Wolf is Borrowed Hostility Can turn a trade into a victory with first strike or give my double striker +3/+0. It also allows me to deal with things like the 5/5 Haste Trample Eldrazi (whose name I forget) since it doesn't target it.
Did you find Hanwier Battlements useful or a hindrance? Did you keep any starting hands with out a one drop?
I've been running 2 battlements and only 1 garrison (I only have one) I have never found them to be a hinderance. I think I can only recall one time where it prevented me from casting multiple spells in one turn early when I had it and 2 mountains. Sneaking in the haste is such a huge benefit if you have the mana for it - shocked quite a few opponents when I dropped a hasted Thunderbreak on the table for the win - they seem to 'forget' that the Battlements can give haste - they ignore it because they think its useless without a Garrison on the table.
What do you use Twin Bolt in a sideboard against? I've been using Savage Alliance to deal with 1 toughness creatures. It's a little more expensive, but more versatile.
it's there for:
1. Spirit decks
2. players who cast Secure the Wastes end of turn then sac creatures to Westvale Abbey, which is a popular strategy here.
3. Mirror match? nah, i'm the only RDW player here.
What do you use Twin Bolt in a sideboard against? I've been using Savage Alliance to deal with 1 toughness creatures. It's a little more expensive, but more versatile.
it's there for:
1. Spirit decks
2. players who cast Secure the Wastes end of turn then sac creatures to Westvale Abbey, which is a popular strategy here.
3. Mirror match? nah, i'm the only RDW player here.
What is the order of priority with the opponents Secure the Wastes and your Twin Bolt?
Would a 3-3 split on Firecraft/Defiance be better? I like Defiance's versatility but Firecraft's better at closing the game or eliminating a Planeswalker. That may just be my personal preference.
Would a 3-3 split on Firecraft/Defiance be better? I like Defiance's versatility but Firecraft's better at closing the game or eliminating a Planeswalker. That may just be my personal preference.
What do you use Twin Bolt in a sideboard against? I've been using Savage Alliance to deal with 1 toughness creatures. It's a little more expensive, but more versatile.
it's there for:
1. Spirit decks
2. players who cast Secure the Wastes end of turn then sac creatures to Westvale Abbey, which is a popular strategy here.
3. Mirror match? nah, i'm the only RDW player here.
What is the order of priority with the opponents Secure the Wastes and your Twin Bolt?
ok, my bad. here's what usually happens.
1. i end my turn.
2. opponent casts secure the wastes, usually tapping out
3. drops Westvale Abbey during his turn, transform and attack.
what i want to to is Twin Bolt two of his creatures right after he casts it so that during his turn, hopefully, he doesn't have enough creatures to sac to Westvale Abbey yet and buy myself some time.
Would dual shot be better for you Thor? I know it doesn't hit players but it's only 1 to cast.
that will also work. it's just my preference that every spell of mine can goto the face. Fiery Impulse is the exemption because it helps my creatures get in for damage for a measly one red mana.
---------------------------------------------
so, any FNM reports from you guys? did any one of you used the same deck that i copied? how did it go for you?
ok, my bad. here's what usually happens.
1. i end my turn.
2. opponent casts secure the wastes, usually tapping out
3. drops Westvale Abbey during his turn, transform and attack.
what i want to to is Twin Bolt two of his creatures right after he casts it so that during his turn, hopefully, he doesn't have enough creatures to sac to Westvale Abbey yet and buy myself some
After Secure resolves, priority goes back to the active player (you in this example), as though End of Turn just started. You would have an opportunity to Twin Bolt a couple of the Warriors before it is his turn. Even if you continue to pass, you would again get an opportunity in his Upkeep and Draw phase, assuming he did not have Westvale or enough lands to activate it in play. As he will need to wait until the main phase to play a land.
ok, my bad. here's what usually happens.
1. i end my turn.
2. opponent casts secure the wastes, usually tapping out
3. drops Westvale Abbey during his turn, transform and attack.
what i want to to is Twin Bolt two of his creatures right after he casts it so that during his turn, hopefully, he doesn't have enough creatures to sac to Westvale Abbey yet and buy myself some
After Secure resolves, priority goes back to the active player (you in this example), as though End of Turn just started. You would have an opportunity to Twin Bolt a couple of the Warriors before it is his turn. Even if you continue to pass, you would again get an opportunity in his Upkeep and Draw phase, assuming he did not have Westvale or enough lands to activate it in play. As he will need to wait until the main phase to play a land.
ah. right you are.
maybe i am just being too cautious that i usually try to trip opponents when they are tapped out.
Ended up going with my list again today and went 3-1 but I had to go early. I Beat Sultai Dredge round 1, it wasn't even close 2-0. Round 2 I played Bant Company and got steamrolled 0-2, Round 3 was Esper Starfield game one I killed him on turn 5. Game 2 he drew every Silkwrap and stasis snare to barely survive thanks to Linvala Game 3 was more like game one 2-1 win, Round 4 Bant Company again this time it was the old version (Deathmist/Den Protector) I win game 1 easily and game 2 he put up more of a fight but to no avail 2-0 win.
The list just because I've made a few changes overall.
Just another of my random thoughts that I wanted some other contributions for - now that it seems to be a good plan to be running efficient one drop creatures, is it time to think about including Titan's Strength as extra early damage/opposing creature removal? The scry could help fix draws as well... In terms of creature removal, it's the same as flinging a Fiery Impulse at something, and the extra point of toughness could lead our creature to survive. For those games that the card comes up early, the potential to hit T1 Gorger, T2 swing for 5 is reminiscent of the old T1 Swiftspear T2 swing play (same damage done!).
The list just because I've made a few changes overall.
Your deck is very similar to mine without dragons (which I'm looking to take out because they rotate soon anyway)
How are you liking Stromkirk Occultist and Galvanic Bombardment? It seems that most people I know who play with the Occultist find that it dies before they get any benefit from it.
I've been considering running Lupine Prototype and Scourge Wolf in a deck that is otherwise very much like yours. I find I'm consistently running out of cards and I can discard the prototype to hit Delirium.
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Just another of my random thoughts that I wanted some other contributions for - now that it seems to be a good plan to be running efficient one drop creatures, is it time to think about including Titan's Strength as extra early damage/opposing creature removal? The scry could help fix draws as well... In terms of creature removal, it's the same as flinging a Fiery Impulse at something, and the extra point of toughness could lead our creature to survive. For those games that the card comes up early, the potential to hit T1 Gorger, T2 swing for 5 is reminiscent of the old T1 Swiftspear T2 swing play (same damage done!).
I'm thinking of trying it over Abbots...
i don't miss Titan's Strength, honestly. the scry and extra damage are nice, but i'd rather have a burn spell or creature to play.
Would a 3-3 split on Firecraft/Defiance be better? I like Defiance's versatility but Firecraft's better at closing the game or eliminating a Planeswalker. That may just be my personal preference.
That may be a good plan actionandy, with the prevalence of Burning Visions decks out there the spell mastery may be relevant.
Ran a different version of my Thermo-burn list (oroginal list here) last night. I took out some of the burn and instead included several aggressive one-drops, and changed the sideboard as well. The starting point for this list was actually one run on stream by the Red Deck Winning podcast, with my only difference in the main being 4 Thermo-Alchemist over 4 Abbot of Keral Keep. Their sideboard had the 4 Regent/Roar, but I took those out for a more toolbox sideboard - I added 3 Weaver of Lightning, 2 Kozilek's Return and 2 Twin Bolt, and also swapped out their GDD for Bedlam Revelers.
Anyway, I had my most successful night in a long time, going 4-0 in a 16 person Swiss to finish top of the pile. Not only that, but I went 8-0 in games as well.
Round 1 - GW Humans (with a clue sub theme). This seemed to be a bit of a budget deck, trying to build card advantage through Tireless Tracker etc. However, I managed to get an insane start even though I mulled to 5 in game 1. I kept enough to remove his threats and pounce when he stumbled. Game 2 was even more one-sided.
Round 2 - UG Crush. Game 1 started with T1 Gorger, T2 Marauder, then I just kept the board clear while swinging for 5. Game 2 was closer, as he boarded in bounce and removal. Thermo-Alchemist and Lightning Berserker kept his life ticking down until I got flooded. He eventually landed an Emrakul, which I dumped out a Twin Bolt for effectively 4 (two Alchemist activations as well) to get him to 4, showed him a hand with only two mountain, and he drew a third, looked at me, and gave me my turn back. I then top decked a burn spell to win.
Round 3 - Sultai... something. Having the same start as before, with on the curve plays to start swinging for 5 with removal available. I only saw one Sylvan Advocate game 1, and an Advocate (dead to Flow), a morph (Den Protector, dead to an escalated Collective Defiance) and Kalitas (dead to boarded in Roast) game 2. Very one sided, easy win.
Round 4 - UR Fevered Visions. I really like this matchup - Fevered Visions is so much of a help for us with the extra cards, and I was able to use my life as a resource generally ignoring the pain in game 1. Game 2 was a lot closer, and ended up with an insane passage of play where my first 4 burn spells were Incendiary Flow, intermixed with another 2 from my opponent! The second game was a typical burn match, with both of us just trying to outrace the other with spells. I sided in Bedlam Revelers, while he actually sided them out, and I think that's what proved the difference, as I was able to refill my hand and burn him out, coupled with Lightning Berserker doing her Fireball impression when he was tapped out in the later game.
Other thoughts on the deck - bizarrely, I never saw a single Hanweir Garrison, but still took to siding them out each game in order to either go more controlling or to speed up a bit. Is it worth considering taking them out entirely and replacing them with, say, Chandra, Fire of Kaladesh or some other card that could be more effective (i.e. another set of creature removal)? Or should I be more rational and actually see how they perform next time they get an outing?
as for Hanweir Garrison, i noted previously that its power level is nuts. being able to to go wide at times with free extra bodies is definitely something significant. its Meld with Hanweir Battlements is game-ending. with that combo, it's something that can get us ahead when the game grinds.
so no Abbot? interesting. i suppose Thermodude can do significant damage in your list.
as for Hanweir Garrison, i noted previously that its power level is nuts. being able to to go wide at times with free extra bodies is definitely something significant. its Meld with Hanweir Battlements is game-ending. with that combo, it's something that can get us ahead when the game grinds.
so no Abbot? interesting. i suppose Thermodude can do significant damage in your list.
Yeah, Abbots are, in my opinion, worse now that red mages are trying to get a lot of direct damage spells in. A T3 Abbot is more likely to exile something we can't cast than be useful. And yes, Thermo plus Marauder actually ends up giving the opponent a lot to think about. I'd usually prioritise dropping Marauder first. If it takes a removal, great, drop an Alchemist and start getting bonus points of damage in. Dont remove it? Great, swing while you can! I was pleasantly impressed with Marauder last night, and think that she's probably the best 2 drop we have in an aggro shell right now.
as for Hanweir Garrison, i noted previously that its power level is nuts. being able to to go wide at times with free extra bodies is definitely something significant. its Meld with Hanweir Battlements is game-ending. with that combo, it's something that can get us ahead when the game grinds.
so no Abbot? interesting. i suppose Thermodude can do significant damage in your list.
Yeah, Abbots are, in my opinion, worse now that red mages are trying to get a lot of direct damage spells in. A T3 Abbot is more likely to exile something we can't cast than be useful. And yes, Thermo plus Marauder actually ends up giving the opponent a lot to think about. I'd usually prioritise dropping Marauder first. If it takes a removal, great, drop an Alchemist and start getting bonus points of damage in. Dont remove it? Great, swing while you can! I was pleasantly impressed with Marauder last night, and think that she's probably the best 2 drop we have in an aggro shell right now.
i see. that differs from my thinking of getting 4-5 power (T1 Gorger or Zurgo, T2 Marauder or Abbot) on the board on turn 2 and then use burn to remove blockers. i don't mind exiling something important when playing Abbot on turn 2-3, actually.
so it seems that even when Abbot/Fodder/Ire Shaman rotates out of Standard. Thermo Alchemist can fill in the 2 drop slot.
thank you for the info.
and yeah i agree that Borderland Marauder (whom i call Borderland Murderer) is the best 2 drop we have. thankfully, she's gonna be around for a while.
i just hope the devs don't get a fit of erythrophobia like they did the past few recent sets.
Thermo-Alchemist turned out to be a pretty solid 2-drop. Though, I'm of the opinion it is only worth it in a spell heavy deck. I'm trying the RU version now with Thermo, Reveler, and Stormchaser Mage. The deck seems to be one of the best shells for Collective Defiance actually.
speaking of spell heavy deck with Thermo-Alchemist, Strictly Better MTG just released a deck tech featuring the guy and a bunch of red and black spells. as an added bonus, it's a budget, rotation proof deck. check it out.
following my defeat at Game Day, i sought to get back. i copied ShowTime_'s RDW to test it. i had to modify the sideboard, of course, since his has Thunderbreak Regents and Draconic Roar.
here's my FNM Report:
4 Abbot of Keral Keep
4 Borderland Marauder
4 Falkenrath Gorger
4 Hanweir Garrison
3 Lightning Berserker
3 Zurgo Bellstriker
4 Collective Defiance
4 Exquisite Firecraft
4 Fiery Impulse
4 Incendiary Flow
Lands 22
2 Hanweir Battlements
20 Mountain
4 Roast
4 Rending Volley
2 Twin Bolt
2 Tears of Valakut
3 Goldnight Castigator
Round 1 vs B/R Vampires. Win (2-0). his was an untuned deck with the usual vampire creatures and Lupine Prototype.
Round 2 vs G/R Ramp. Win (2-0). as usual, so long as there's no red source, just attack and deploy. a turn 4 kill was made.
Round 3 vs U/R Thermo-Thing. Win (2-0). this one i actually dreaded. they should have a lot or removal for my creatures. fortunately for me, a Hanweir Garrison managed to live long enough for it to meld with Hanweir Battlements and totally win the game.
Round 4 vs Bant Coco. Win (2-0). the big one. fortunately for me, i drew removals at a timely manner to get rid of blockers. Hanweir Garrison did a lot of work as it lives through a blocking Sylvan Advocate or Reflector Mage. the card's power level is nuts, honestly.
other cards that significantly contributed to me winning the games:
1. Borderland Marauder - i call her Borderland Murderer now. able to trade with most 2 drops and chip away chunks of life total is no joke.
2. Collective Defiance - this card actually makes me wanna reach 4 mana. the Escalate ability to deal 4 damage to creature and 3 damage to player is a real pain.
3. Incendiary Flow - this along with Fiery Impulse made sure my Borderland Murderers and Hanweir Garrisons meet no opposition. also is a good finisher if opponent's life total is within its range.
so, yeah, i was 4-0 and got Ishkanah and Mausoleum Wanderer as sellable rares in the prize packs. i can sleep happy tonight.
Did you find Hanwier Battlements useful or a hindrance? Did you keep any starting hands with out a one drop?
Luckily you didn't have to deal with any BW or GB decks. Liliana's +1 wreaks havoc on a lot our attackers.
Marquee win: Bant Coco
C Long Live Eldrazi C
thanks!
well, i actually used Hanweir Battlement's ability to give creatures haste twice, IIRC. also, the meld ability with Garrison helped me secure a win. so i like it.
i think i kept at least 1 hand without a one drop, and the two drop was an Abbot, which i played on my turn 2. no regrets.
actually, before the start of FNM, i got the opportunity to playtest with a player who's qualified for RPTQ this weekend. he was using a Sultai Delirium deck. i went 3-0 there. he didn't play at FNM. then after the final round, another player approached me and asked for a playtest against his B/G Delirium. i went 2-0 against that one.
i am unsure if the deck is just really good or i just got really lucky.
I've thought about him.. but IDK. He doesn't have trample and +2/-2 makes him a bit easy to chump block. The major benefit to him is I can discard at instant speed rater than having to do it at the beginning of combat, although I grant with Distemper it allows me to discard 2 cards to make him 7/1 . I'm hoping we get another +damage and trample instant in Kaladesh, then maybe (I've also been tempted to splash W for Ride Down)
Interesting... she even trades with Sylvan Advocate early (which people would be reluctant to do because Advocate has so much more value later) I'll consider that.
Yes, yes! Collective Defiance is one of the best cards red has right now.
Ayup. It's also great because it doesn't trigger 'dies' effects - it is exiled INSTEAD. Great for getting rid of Hangarback Walker and Zulaport Cutthroat and similar nasties.
What do you use Twin Bolt in a sideboard against? I've been using Savage Alliance to deal with 1 toughness creatures. It's a little more expensive, but more versatile.
Another card I've been thinking about putting in my deck with Scourge Wolf is Borrowed Hostility Can turn a trade into a victory with first strike or give my double striker +3/+0. It also allows me to deal with things like the 5/5 Haste Trample Eldrazi (whose name I forget) since it doesn't target it.
I've been running 2 battlements and only 1 garrison (I only have one) I have never found them to be a hinderance. I think I can only recall one time where it prevented me from casting multiple spells in one turn early when I had it and 2 mountains. Sneaking in the haste is such a huge benefit if you have the mana for it - shocked quite a few opponents when I dropped a hasted Thunderbreak on the table for the win - they seem to 'forget' that the Battlements can give haste - they ignore it because they think its useless without a Garrison on the table.
it's there for:
1. Spirit decks
2. players who cast Secure the Wastes end of turn then sac creatures to Westvale Abbey, which is a popular strategy here.
3. Mirror match? nah, i'm the only RDW player here.
What is the order of priority with the opponents Secure the Wastes and your Twin Bolt?
4 Game Trail
10 Mountain
3 Forest
2 Hanweir Battlements
2 Zurgo Bellstriker
2 Lightning Berserker
4 Gnarlwood Dryad
3 Borderland Marauder
4 Noose Constrictor
3 Hanweir Garrison
3 Bedlam Reveler
4 Fiery Temper
2 Lightning Axe
4 Collective Defiance
2 Exquisite Firecraft
3 Pulse of Murasa
2 Tears of Valakut
2 Rending Volley
2 Exquisite Firecraft
4 Impetuous Devils
2 Clip Wings
SB is not set in stone, but the build is looks good in theory. Any thoughts or suggestions?
C Long Live Eldrazi C
ok, my bad. here's what usually happens.
1. i end my turn.
2. opponent casts secure the wastes, usually tapping out
3. drops Westvale Abbey during his turn, transform and attack.
what i want to to is Twin Bolt two of his creatures right after he casts it so that during his turn, hopefully, he doesn't have enough creatures to sac to Westvale Abbey yet and buy myself some time.
that will also work. it's just my preference that every spell of mine can goto the face. Fiery Impulse is the exemption because it helps my creatures get in for damage for a measly one red mana.
---------------------------------------------
so, any FNM reports from you guys? did any one of you used the same deck that i copied? how did it go for you?
After Secure resolves, priority goes back to the active player (you in this example), as though End of Turn just started. You would have an opportunity to Twin Bolt a couple of the Warriors before it is his turn. Even if you continue to pass, you would again get an opportunity in his Upkeep and Draw phase, assuming he did not have Westvale or enough lands to activate it in play. As he will need to wait until the main phase to play a land.
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)
ah. right you are.
maybe i am just being too cautious that i usually try to trip opponents when they are tapped out.
The list just because I've made a few changes overall.
19 Mountain
1 Geir Reach Sanitarium
Creatures: 25
4 Insolent Neonate
4 Falkenrath Gorger
4 Furyblade Vampire
3 Ravenous Bloodseeker
4 Incorrigible Youths
2 Sin Prodder
4 Stromkirk Occultist
4 Galvanic Bombardment
4 Fiery Temper
4 Incendiary Flow
3 Lightning Axe
3 Magmatic Chasm
1 Sin Prodder
3 Goldnight Castigator
1 Lightning Axe
3 Rending Volley
2 Skin Invasion
2 Smash To Smithereens
Sideboard is tweaked heavily to my meta though.
I'm thinking of trying it over Abbots...
Your deck is very similar to mine without dragons (which I'm looking to take out because they rotate soon anyway)
How are you liking Stromkirk Occultist and Galvanic Bombardment? It seems that most people I know who play with the Occultist find that it dies before they get any benefit from it.
I've been considering running Lupine Prototype and Scourge Wolf in a deck that is otherwise very much like yours. I find I'm consistently running out of cards and I can discard the prototype to hit Delirium.
i don't miss Titan's Strength, honestly. the scry and extra damage are nice, but i'd rather have a burn spell or creature to play.
That may be a good plan actionandy, with the prevalence of Burning Visions decks out there the spell mastery may be relevant.
Anyway, I had my most successful night in a long time, going 4-0 in a 16 person Swiss to finish top of the pile. Not only that, but I went 8-0 in games as well.
Round 1 - GW Humans (with a clue sub theme). This seemed to be a bit of a budget deck, trying to build card advantage through Tireless Tracker etc. However, I managed to get an insane start even though I mulled to 5 in game 1. I kept enough to remove his threats and pounce when he stumbled. Game 2 was even more one-sided.
Round 2 - UG Crush. Game 1 started with T1 Gorger, T2 Marauder, then I just kept the board clear while swinging for 5. Game 2 was closer, as he boarded in bounce and removal. Thermo-Alchemist and Lightning Berserker kept his life ticking down until I got flooded. He eventually landed an Emrakul, which I dumped out a Twin Bolt for effectively 4 (two Alchemist activations as well) to get him to 4, showed him a hand with only two mountain, and he drew a third, looked at me, and gave me my turn back. I then top decked a burn spell to win.
Round 3 - Sultai... something. Having the same start as before, with on the curve plays to start swinging for 5 with removal available. I only saw one Sylvan Advocate game 1, and an Advocate (dead to Flow), a morph (Den Protector, dead to an escalated Collective Defiance) and Kalitas (dead to boarded in Roast) game 2. Very one sided, easy win.
Round 4 - UR Fevered Visions. I really like this matchup - Fevered Visions is so much of a help for us with the extra cards, and I was able to use my life as a resource generally ignoring the pain in game 1. Game 2 was a lot closer, and ended up with an insane passage of play where my first 4 burn spells were Incendiary Flow, intermixed with another 2 from my opponent! The second game was a typical burn match, with both of us just trying to outrace the other with spells. I sided in Bedlam Revelers, while he actually sided them out, and I think that's what proved the difference, as I was able to refill my hand and burn him out, coupled with Lightning Berserker doing her Fireball impression when he was tapped out in the later game.
2 Geier Reach Sanitarium
2 Hanweir Battlements
18 Mountain
Creatures (22)
3 Lightning Berserker
3 Zurgo Bellstriker
4 Falkenrath Gorger
4 Borderland Marauder
4 Thermo-Alchemist
4 Hanweir Garrison
4 Fiery Impulse
4 Incendiary Flow
4 Collective Defiance
4 Exquisite Firecraft
1 Molten Vortex
2 Bedlam Reveler
2 Kozilek's Return
2 Roast
2 Twin Bolt
3 Rending Volley
3 Weaver of Lightning
Other thoughts on the deck - bizarrely, I never saw a single Hanweir Garrison, but still took to siding them out each game in order to either go more controlling or to speed up a bit. Is it worth considering taking them out entirely and replacing them with, say, Chandra, Fire of Kaladesh or some other card that could be more effective (i.e. another set of creature removal)? Or should I be more rational and actually see how they perform next time they get an outing?
as for Hanweir Garrison, i noted previously that its power level is nuts. being able to to go wide at times with free extra bodies is definitely something significant. its Meld with Hanweir Battlements is game-ending. with that combo, it's something that can get us ahead when the game grinds.
so no Abbot? interesting. i suppose Thermodude can do significant damage in your list.
what can you say of Borderland Marauder?
i see. that differs from my thinking of getting 4-5 power (T1 Gorger or Zurgo, T2 Marauder or Abbot) on the board on turn 2 and then use burn to remove blockers. i don't mind exiling something important when playing Abbot on turn 2-3, actually.
so it seems that even when Abbot/Fodder/Ire Shaman rotates out of Standard. Thermo Alchemist can fill in the 2 drop slot.
thank you for the info.
and yeah i agree that Borderland Marauder (whom i call Borderland Murderer) is the best 2 drop we have. thankfully, she's gonna be around for a while.
i just hope the devs don't get a fit of erythrophobia like they did the past few recent sets.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Thermo-Alchemist
Spells 33
4 Galvanic Bombardment
4 Incindiary Flow
4 Collective Brutality
4 Avacyn's Judgment
4 Tormenting Voice
4 Alms of the Vein
4 Fiery Temper
4 Prying Questions
1 Shreds of Sanity
1 Call the Bloodline
Lands 22
11 Mountain
7 Swamp
4 Cinder Barrens
2 Dual Shot
3 Lightning Axe
4 Transgress the Mind
2 Call the Bloodline
4 Flaying Tendrils
the mana base can be upgraded, of course, and SBMTG noted that Prying Questions can be replaced by Collective Defiance.
looks good to me. maybe fans of TA here can modify it to a non-budget build and be more competitive.