All Blue Cards Explanations Ponder: A nice 1cmc draw spell. Why not treasure hunt you ask? Well RDW needs to try and win early on, and if you play turn 3 or 4 ponder you are able to play something else that turn more often than not.
Cosi's Trickster: Probably my most doubted card in the beginning. But damn is this a tasty 1 drop. Against jund (depending if they are playing ranger, rampant growth, or leech) it can become around a 3/3. Against White weenie or mirror RDW it becomes a 3/3 and sometimes a 4/4. Against naya with Knight of the Reliquary, jesus christ... If it stays out the whole game it ends up a 6/6 or 7/7. This card is dangerous
Wind Zendikon: A so far impressive card. Basically 1U for a 2/2 flying haste, except this 2/2 gives you landfall when it dies. I love playing this card on a teetering peaks.
Vapor Snare will go later in sideboard discussion
Questionables in the main build.
Lack of Ball lightning: i feel that by playing this card, you are limiting your manabase and scooping even further to white weenie, who play first strikers.
Stone Idol Trap: This card deals with EVERYTHING. firewalker, knight of the reliquary, thoctar, leech, etc. I find it is often a 4 mana (Sometimes 3!) card to deal 6 damage to a creature they have and 6 damage to them. Like a searing blaze on roids. Hasty Bb-elves Beware!
Dread Statuary: Gives another body if you are stuck with land topdecks. a great beater when you have a hard creature out, another solution to protection.
Cunning Sparkmage: Testing this guy for now, he has been alright. Absolutely improves your matchup against vamps, bloodghast is no bother. Kills hexmages, hierarchs, birds, etc. usually when i play him i get one creature with him + some other burn spell and then can get 3 damage in before he has to block.
Sideboard Discussion
Vapor Snare: Puts your searing blazes on active, your geopedes on active, and can even boost you a mana (upkeep tap a land for a bolt, then return it to hand). Fun with Teetering Peeks. Also, A creature!! A question though, do you think it is worth it to play this card MD?
Unstable Footing: Beats the occasional fog deck, and protection. Plus 5 damage too.
Red Deck Wins has always been in standard, and never needed a splash. Im not saying it can't be played without a splash, but i believe that with this blue your turn 5 or 6 fizzle is gone, mainly because of blue. You could have a big creature (cosi's trickster) get a hasty creature with evasion (zendikon) or dig yourself out of a ditch (ponder). All I ask of you is that you look over my analysis and put in your two cents. Maybe you know of some secret tech i don't.
TEST RESULTS: 2/27: Beat white weenie 2-0 thanks to a game 1 stone idol trap and a game 2 unstable footing/earthquake.
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
I feel like counterburn is worse just because there aren't enough good counters to play it, as well as burn. You are gonna end up having to use your burn on creatures and then you won't have any wincons. It would have to be a much slower deck
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EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
Well, I do think that your Smoke on the Water is a halfway compromise between the RDW's explosiveness and wanting some consistency. I hope you do well with it as I do see some potential in it, but I do feel that you did not solve RDW's main problem matchup, White Weenie.
Thought Scour is terrible in BV. How many flashback spells are being run? Say roughly 15. This gives you a roughly 38% chance of milling one flashback spell. And even if you do, you paid one mana to cantrip and dump an overcosted spell. Alchemy, Geistflame, Devil's play, etc. all cost much more to flash back than your average card, so you're not getting full value out of it.
You'd much rather play Ponder. At least that generates a tangible advantage.
Although WW is still a hard match-up for this deck, i feel that the blue only helps me against it. Cosi's Trickster gets to the 3/3 or 4/4 status making it bigger than their creatures and resistant to protection, cunning sparkmage lets me ping past their wall of efficient creatures, and wind zendikon lets me fly through their wall. Another matchup that i feel this deck does better against is naya boss, because of wind zendikons flying, the vapor snares in sb, and the cunning sparkmages to ping their cunning sparkmages
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EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
Interesting idea. I saw a similar deck a few weeks back that splashed blue for Brackwater Elemental. That struck me as a really good idea, and should improve the deck's performance against white. Ever try it?
Brackwater Elemental, cool idea. Basically a hells thunder in blue. I could see playing that, but i don't know where to put it. Probably I would take out the cunning sparkmages, even though they have been quite impressive.
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EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
Although chandra deals damage, i feel she is too slow for a RDW. It is true that jace is an awesome card, but the double blue is hard to hit since i really only want a source of blue and the rest red.
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EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
With doubts I sleeved up the list and gave it a spin.
I do think that by actually playing it, it isn't all that bad but I do feel that the blue splash lowered the explosiveness of RDW in return for more consistent fuel for the beats. It's kind of like the Boros concept, save that the Boros concept is still more capable for crazy beats due to Steppe Lynx compared to your Trickster.
I do like the fact that Stone Idol Trap is in. I find this card to be the most underrated card after Stoneforge Mystic. I will try to go for a 2-of for Stone Idol Trap.
All in all, I find this list quite capable and hope that you do well with it. U/R isn't my kind of color but I have to admit, you made quite a fun list.
Thanks Heron! Im glad you liked the deck and Im glad you feel it gives it more consistency, because thats what i was aiming for. I absolutely agree with you about the trap.
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EllE:
Because she's the hero standard deserves, but not the one it needs right now... and so we'll chase her... because she can take it... because she's not a hero... she's a silent guardian
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3 Hell's Thunder
4 Hellspark Elemental
4 Goblin Guide
4 Plated Geopede
2 Cosi's Trickster
3 Wind Zendikon
2 Cunning Sparkmage
Burn
4 Lightning Bolt
3 Searing Blaze
3 Burst Lightning
2 Earthquake
1 Stone Idol Trap (see in explanations)
3 Ponder
Land
4 Scalding Tarn
2 Dread Statuary
3 Arid Mesa
4 Island
7 Mountain
2 Teetering Peeks
3 Unstable Footing
3 Vapor Snare
3 Demolish
2 Manabarbs
3 Dragon's Claw
1 Stone Idol Trap
All Blue Cards Explanations
Ponder: A nice 1cmc draw spell. Why not treasure hunt you ask? Well RDW needs to try and win early on, and if you play turn 3 or 4 ponder you are able to play something else that turn more often than not.
Cosi's Trickster: Probably my most doubted card in the beginning. But damn is this a tasty 1 drop. Against jund (depending if they are playing ranger, rampant growth, or leech) it can become around a 3/3. Against White weenie or mirror RDW it becomes a 3/3 and sometimes a 4/4. Against naya with Knight of the Reliquary, jesus christ... If it stays out the whole game it ends up a 6/6 or 7/7. This card is dangerous
Wind Zendikon: A so far impressive card. Basically 1U for a 2/2 flying haste, except this 2/2 gives you landfall when it dies. I love playing this card on a teetering peaks.
Vapor Snare will go later in sideboard discussion
Questionables in the main build.
Lack of Ball lightning: i feel that by playing this card, you are limiting your manabase and scooping even further to white weenie, who play first strikers.
Stone Idol Trap: This card deals with EVERYTHING. firewalker, knight of the reliquary, thoctar, leech, etc. I find it is often a 4 mana (Sometimes 3!) card to deal 6 damage to a creature they have and 6 damage to them. Like a searing blaze on roids. Hasty Bb-elves Beware!
Dread Statuary: Gives another body if you are stuck with land topdecks. a great beater when you have a hard creature out, another solution to protection.
Cunning Sparkmage: Testing this guy for now, he has been alright. Absolutely improves your matchup against vamps, bloodghast is no bother. Kills hexmages, hierarchs, birds, etc. usually when i play him i get one creature with him + some other burn spell and then can get 3 damage in before he has to block.
Sideboard Discussion
Vapor Snare: Puts your searing blazes on active, your geopedes on active, and can even boost you a mana (upkeep tap a land for a bolt, then return it to hand). Fun with Teetering Peeks. Also, A creature!! A question though, do you think it is worth it to play this card MD?
Unstable Footing: Beats the occasional fog deck, and protection. Plus 5 damage too.
Demolish: At first i was running Goblin Ruinblasters but as the problem of basilisk collar and behemoth sledge have come up (see pro:tour san diego) This was the better choice.
Dragons Claw: For mirror or sometimes even jund.
Manabarbs: Classic beat for control
Red Deck Wins has always been in standard, and never needed a splash. Im not saying it can't be played without a splash, but i believe that with this blue your turn 5 or 6 fizzle is gone, mainly because of blue. You could have a big creature (cosi's trickster) get a hasty creature with evasion (zendikon) or dig yourself out of a ditch (ponder). All I ask of you is that you look over my analysis and put in your two cents. Maybe you know of some secret tech i don't.
TEST RESULTS: 2/27: Beat white weenie 2-0 thanks to a game 1 stone idol trap and a game 2 unstable footing/earthquake.
EllE:
I do want to question, why not go the counterburn route instead?
Currently playing:
T2
BW Aggro-Midrange BW
EllE:
Well, I do think that your Smoke on the Water is a halfway compromise between the RDW's explosiveness and wanting some consistency. I hope you do well with it as I do see some potential in it, but I do feel that you did not solve RDW's main problem matchup, White Weenie.
Currently playing:
T2
BW Aggro-Midrange BW
Worked out fine but that was a different format.
EllE:
EllE:
EllE:
I do think that by actually playing it, it isn't all that bad but I do feel that the blue splash lowered the explosiveness of RDW in return for more consistent fuel for the beats. It's kind of like the Boros concept, save that the Boros concept is still more capable for crazy beats due to Steppe Lynx compared to your Trickster.
I do like the fact that Stone Idol Trap is in. I find this card to be the most underrated card after Stoneforge Mystic. I will try to go for a 2-of for Stone Idol Trap.
All in all, I find this list quite capable and hope that you do well with it. U/R isn't my kind of color but I have to admit, you made quite a fun list.
Currently playing:
T2
BW Aggro-Midrange BW
EllE: