So I been playing this and testing it for a little while and its been doing pretty good. Manage to beat the chapin deck and other crayatid/courser decks. Which was the main goal.
I feel like it is just too soon to really think hard about rebuilding the deck until we can see the full spoilers to see if there will be enough pump to really make it worth while.
He is running fetches to thin the deck.
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“Your body is not a temple, it's an amusement park. Enjoy the ride.”
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
I think that is a very solid decklist based on the info we have. I really hope we get another red one drop with two power in Khans, to replace Rakdos Cackler. Or better yet, something to replace Burning-Tree Emissary!
I think that is a very solid decklist based on the info we have. I really hope we get another red one drop with two power in Khans, to replace Rakdos Cackler. Or better yet, something to replace Burning-Tree Emissary!
We are likely not getting a BTE replacement. But another 2 power guy would be sweet so I could possibly cut the crusader and less tricks for more burn.
I think that is a very solid decklist based on the info we have. I really hope we get another red one drop with two power in Khans, to replace Rakdos Cackler. Or better yet, something to replace Burning-Tree Emissary!
Can you explain how they "thin the deck out"? What makes drawing a fetchland different from drawing a mountain besides the extra life payment when every fetchable land in the deck is a Mountain?
Can you explain how they "thin the deck out"? What makes drawing a fetchland different from drawing a mountain besides the extra life payment when every fetchable land in the deck is a Mountain?
A single fetch removes a net two lands so flooding is less likely.
Can you explain how they "thin the deck out"? What makes drawing a fetchland different from drawing a mountain besides the extra life payment when every fetchable land in the deck is a Mountain?
A single fetch removes a net two lands so flooding is less likely.
This assumption about thinning out the deck has far lesser effects on topdeck draws than many people assume.
It's been proven that the change is pretty minuscule, not enough to be a real factor in deciding how many fetches to use.
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Old enough to know better, much too young to care.
So far war-name has been amazing for me. I have thought about going up to 19 lands. That may or may not be right. Unsure of that as of now. Playtesting will show.
So far i've beat
Azban Aggro/Midrange
Mardu Control
U/B Control
Will post more decks that I play against once I get more testing in.
I have thought about her. And I think she would take Akroum Crusader's place. And in the nut hand she only does one more dmg then him, he helps trigger foundry street denizen which is a pulse as well.
I personally dont think the card really fits into the deck riht now, although it just might.
Temur Monsters 2-1
u/r Ensoul 2-0
Mardu Aristocrats 2-0
B/w Aggro 2-1
Mono Green Aggro 2-0
The b/w aggro deck was the hardest deck to beat. The game I lost he stuck a brimaz and had removal back up and I just couldnt find the stoke fast enough.
The lost against the temur monsters came from the guy mainboarding anger of the gods and casted two of them, both netting him value. He also played a turn 2 circle of flame both games 2 and 3 which I beat thanks to War-Name
Speaking of war-name, I cant speak higher of this card in this deck. She has been amazing time in and time out for me. Against the Mardu deck he played 2 nyx-fleece rams game 2 that he couldnt block with.
So far im not sure if i want the creature act of treason or just harness by force yet. the creature ends up being more mana, but he is also a creature but harness of force is only 3 and if you have 6 mana you can take two things, which I'd imagine to be amazing.
So far I've played everything in the board except the circle of flames. Which may actually not be needed since we are already bring in 3 searing blood and 2 magma spray against the other aggro decks. And circle is only really good against MBA and Rabble Red. And apparently not that busted against rabble since I was able to win past it two games in a row.
Why the fetchlands? You are running mono red with no multicolored cards. What's the point of pinging yourself for one when you could've just played a mountain. Shoot, firedrinker satyr will hurt you if you pump him. Please explain the inclusion of fetchlands.
Why the fetchlands? You are running mono red with no multicolored cards. What's the point of pinging yourself for one when you could've just played a mountain. Shoot, firedrinker satyr will hurt you if you pump him. Please explain the inclusion of fetchlands.
Because it thins your deck out and helps prevent flooding which, while always sucky, can really hurt a mono-red deck. And in mono-red, you don't care about your own life total at all.
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Standard: GW GW Aggro WG UR UR Tutelage RU BGU Sultai Pact UGB
Deck thinning via fetch's is innefectual and has been debunked multiple times.
To quote Chapin as he actually addressed this today:
"Shouldn't we just be running a playset of Wooded Foothills and Bloodstained Mires? Believe it or not, the sweet, sweet virtual card advantage of increasing your chances of drawing spells by around 1.3% every turn. That's almost like drawing an extra card every 77 turns (assuming you aren't trying to draw land). Look, I love drawing extra cards as much as the next guy, but there is a price that is too much. How long does the game go on, on the average, after you fetch? Six or seven turns? After all, sometimes you fetch on turn 5. Maybe you're drawing an extra card every eleven or twelve fetchlands. That's a lot of life per card.
The real question is, what's more likely to change the outcome of a game?
— The extra 1.3% chance of drawing a spell actually causes you to draw an extra spell, and then having an extra spell wins a game for you that you would have lost if not for it.
— The life lost up front causes you to lose a game you would have otherwise won."
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
I do understand the very minute % that fetches give. It doesnt give you that much of an edge, and sometiems it can even hurt you if you have scry'd a land to the bottom. But the fact that the 2nd part of that point
"— The life lost up front causes you to lose a game you would have otherwise won.""
That would be quite the rarity in this deck. We generally are not swinging it out with other decks, if you lose we generally was trying to find burn to burn them out or a hammerhand.
So yes, they dont give you much of an advantage most games. But that 1 out of every 5(throwing out a number here) where it does, I'll take it opposed to the very few number of games where we lose the game because of that 1-3 points of dmg we took from fetches, generally I havent seen more then 3 in a game.
I think the deck looks excellent and as a matter of fact, I came up with quite the same thing with just a few differences..
Don't ya think the 2 Mogis Warhounds would just be better as 2 more Marauders? I just don't like the 'has to attack each turn' situation unless you happen to be lucky enough to back him up with other tricks instead of a suicide mission.
And personally, I'm extremely excited about Monastery Swiftspear.
Turn 1- Mountain, Akroan Crusader
Turn 2- Mountain, Monastery Swiftspear, Titan Strength on the Crusader, get a token, swing for 7 total. (1/1 haste token, 4/1 crusader, 2/3 haste swiftspear)
And I'm so tempted to try out Hordeling Outburst totally pumps Rabblemaster of course as well as Denizen and Stoke.
This is kind of what I'm looking at. I think Swiftspear beats Akroan Crusader and War-Name Aspirant beats Borderland Maruader. Swiftspear dies to the same stuff that Swiftspear does but Swiftspear has the Haste/Prowess combo which later can be a swing if they leave no mana up or blockers and you have Swiftspear and a hand full of Enchantments.
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Standard: Haven't decided
Modern: RW Burn
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What is your thoughts?
4 Wooded Foothills
4 Bloodstained Mire
10 Mountain
// Creatures
4 Akroan Crusader
4 Goblin Rabblemaster
4 Frenzied Goblin
4 Foundry Street Denizen
4 Firedrinker Satyr
4 Borderland Marauder
2 Hammerhand
3 Lightning Strike
3 Titan's Strength
4 Stoke the Flames
3 Mogis's Warhound
1 Hall of Triumph
2 Coordinated Assault
I've thought about cutting the Mogis's Warhound for the Everflame Edilion but im unsure as I have never played that card before.
So far from tarkir im mainly looking for some really good 2 drops and possibly some way of stopping life gain, like skullcrack did for us.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
He is running fetches to thin the deck.
― Anthony Bourdain, Kitchen Confidential
I will always firmly stand by the belief that Magic is a game first and a collectable second.
we got this guy, so that's promising.
I agree we need at least one more solid one drop and another solid two drop to even think of making it playable post-rotation
We are likely not getting a BTE replacement. But another 2 power guy would be sweet so I could possibly cut the crusader and less tricks for more burn.
Borderland Maruder was pretty good already, this guy is like him with upside and I think the two drop slot is pretty decent at this point.
I agree we need at least one more solid one drop and another solid two drop to even think of making it playable post-rotation[/quote]
And yes thats exactly why the fetches are in this.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
A single fetch removes a net two lands so flooding is less likely.
It's been proven that the change is pretty minuscule, not enough to be a real factor in deciding how many fetches to use.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
If nothing else, I find the idea of mixing Rabblemaster and Purphoros kinda exciting.
10 Mountain
4 Bloodstained Mire
4 Wooded Foothills
// Creatures
4 Akroan Crusader
4 Goblin Rabblemaster
2 Frenzied Goblin
4 Foundry Street Denizen
4 Firedrinker Satyr
2 Borderland Marauder
4 War-Name Aspirant
2 Hammerhand
2 Lightning Strike
4 Titan's Strength
4 Stoke the Flames
2 Mogis's Warhound
1 Hall of Triumph
1 Coordinated Assault
2 Dragon Mantle
So far war-name has been amazing for me. I have thought about going up to 19 lands. That may or may not be right. Unsure of that as of now. Playtesting will show.
So far i've beat
Azban Aggro/Midrange
Mardu Control
U/B Control
Will post more decks that I play against once I get more testing in.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
Modern: RW Burn
I personally dont think the card really fits into the deck riht now, although it just might.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
Temur Monsters 2-1
u/r Ensoul 2-0
Mardu Aristocrats 2-0
B/w Aggro 2-1
Mono Green Aggro 2-0
The b/w aggro deck was the hardest deck to beat. The game I lost he stuck a brimaz and had removal back up and I just couldnt find the stoke fast enough.
The lost against the temur monsters came from the guy mainboarding anger of the gods and casted two of them, both netting him value. He also played a turn 2 circle of flame both games 2 and 3 which I beat thanks to War-Name
Speaking of war-name, I cant speak higher of this card in this deck. She has been amazing time in and time out for me. Against the Mardu deck he played 2 nyx-fleece rams game 2 that he couldnt block with.
10 Mountain
4 Bloodstained Mire
4 Wooded Foothills
// Creatures
4 Akroan Crusader
4 Goblin Rabblemaster
2 Frenzied Goblin
4 Foundry Street Denizen
4 Firedrinker Satyr
2 Borderland Marauder
4 War-Name Aspirant
2 Hammerhand
2 Lightning Strike
4 Titan's Strength
4 Stoke the Flames
2 Mogis's Warhound
1 Hall of Triumph
1 Coordinated Assault
2 Dragon Mantle
So far im not sure if i want the creature act of treason or just harness by force yet. the creature ends up being more mana, but he is also a creature but harness of force is only 3 and if you have 6 mana you can take two things, which I'd imagine to be amazing.
So far I've played everything in the board except the circle of flames. Which may actually not be needed since we are already bring in 3 searing blood and 2 magma spray against the other aggro decks. And circle is only really good against MBA and Rabble Red. And apparently not that busted against rabble since I was able to win past it two games in a row.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
Because it thins your deck out and helps prevent flooding which, while always sucky, can really hurt a mono-red deck. And in mono-red, you don't care about your own life total at all.
GW GW Aggro WG
UR UR Tutelage RU
BGU Sultai Pact UGB
EDH:
RWB Alesha BWR
WU Sygg UW
BG Sapling GB
BGU Sidisi UGB
UR Melek RU
To quote Chapin as he actually addressed this today:
"Shouldn't we just be running a playset of Wooded Foothills and Bloodstained Mires? Believe it or not, the sweet, sweet virtual card advantage of increasing your chances of drawing spells by around 1.3% every turn. That's almost like drawing an extra card every 77 turns (assuming you aren't trying to draw land). Look, I love drawing extra cards as much as the next guy, but there is a price that is too much. How long does the game go on, on the average, after you fetch? Six or seven turns? After all, sometimes you fetch on turn 5. Maybe you're drawing an extra card every eleven or twelve fetchlands. That's a lot of life per card.
The real question is, what's more likely to change the outcome of a game?
— The extra 1.3% chance of drawing a spell actually causes you to draw an extra spell, and then having an extra spell wins a game for you that you would have lost if not for it.
— The life lost up front causes you to lose a game you would have otherwise won."
"— The life lost up front causes you to lose a game you would have otherwise won.""
That would be quite the rarity in this deck. We generally are not swinging it out with other decks, if you lose we generally was trying to find burn to burn them out or a hammerhand.
So yes, they dont give you much of an advantage most games. But that 1 out of every 5(throwing out a number here) where it does, I'll take it opposed to the very few number of games where we lose the game because of that 1-3 points of dmg we took from fetches, generally I havent seen more then 3 in a game.
Standard:RWUJeskai WinsRWU
Modern:GWBMelira PodGWB
Legacy:WDeath & TaxesW
Don't ya think the 2 Mogis Warhounds would just be better as 2 more Marauders? I just don't like the 'has to attack each turn' situation unless you happen to be lucky enough to back him up with other tricks instead of a suicide mission.
And personally, I'm extremely excited about Monastery Swiftspear.
Turn 1- Mountain, Akroan Crusader
Turn 2- Mountain, Monastery Swiftspear, Titan Strength on the Crusader, get a token, swing for 7 total. (1/1 haste token, 4/1 crusader, 2/3 haste swiftspear)
And I'm so tempted to try out Hordeling Outburst totally pumps Rabblemaster of course as well as Denizen and Stoke.
My T3-
Mountain (3rd). Tap 3 Mountain and 1 token to Stoke the Flames on Knuckleblade. Or attack and back up combat damage with a lightning strike?
Just my ten cents but I'll let the OP answer as he has been testing it as above-
18 Mountain
// Creatures
4 Monastery Swiftspear
4 Goblin Rabblemaster
4 Frenzied Goblin
4 Foundry Street Denizen
4 Firedrinker Satyr
4 War-Name Aspirant
2 Hammerhand
4 Lightning Strike
3 Titan's Strength
4 Stoke the Flames
2 Mogis's Warhound
2 Dragon's Mantle
1 Hall of Triumph
This is kind of what I'm looking at. I think Swiftspear beats Akroan Crusader and War-Name Aspirant beats Borderland Maruader. Swiftspear dies to the same stuff that Swiftspear does but Swiftspear has the Haste/Prowess combo which later can be a swing if they leave no mana up or blockers and you have Swiftspear and a hand full of Enchantments.
Modern: RW Burn