So before Salvation goes full Archived... If anyone would like please feel free to join the FB group I started and would like to build and expand more.
Yeah I feel like your top end is too high. Especially with Boom//Bust and only 4 fetch lands. Have you considered trimming a few of those big spells for more board control? Geosurge can be fun but I feel like it’s too much of a trap. How do you plan against the average speed of the current meta? What match ups are positive or bad for your list?
It’s been a hot minute at this point... Anyone still alive? What is everyone hoping for out of WAR(the next set) and it’s high Planeswalker count? Personally i’m Hoping for some more flip Walkers and specifically more low CMC starting ones. I finally caved and bought a second set of Thalia’s to stop sharing between my Legacy DnT and my Modern Boros list. I borrowed so many pieces that my last rebuild looks vastly disjointed and hopefully I can meld my desire for Hatebears and burn well enough to get a solid list running again! Still haven’t actually played in years by this point but I can’t keep leaving “well the deck’s not really together correctly” as an excuse.
I’ve waited till we got word what Spectacle was. Spectacle is an alternate cost to cast the spell if the opponent has taken damage that turn. This card opens some interesting Aggro starts and is still good in the late game. Note you can play the lands and you have until the end of your NEXT turn to cast them.
Chance at Glory
1RW
Instant
Creatures you control gain indestructible until end of turn. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Aurelia, Avatar of Justice
2RW
Legendary Creature - Angel
Flying
Mentor
At the beginning of combat on your turn, you may target up to one creature you control. That creature gets +2/0, and gains Trample if it's red and vigilance if it's white.
2/5
Been a while and I haven’t planed a lick of Magic but spoilers have started, all though slowly. So far this is starting to look like it might be our only playable unless we get a pushed Rare or Mythic Mentor creature(I could see a new Aurelia happening). Maybe we get some sick tech spells to make up for the lack of creature power level. We’ll see.
I think you start moving more into Dragon Stompy or some sort of Dragon Skred if you try making the new Sarkhan work. It might just be a new variant or a new shell based on building restrictions to take advantage of the Tribal end. Some Thunderbreak Regents aren’t the worst cards to be dropping on turn 4 for sure and have a similar line to traditional Sun and Moon but you restrict some of your options main board and side to accommodate.
Im not fond of any of the spoiled cards for once, but I just had a Johnny moment with Pulse of the Forge.
I've been wanting to run a City of Brass mana-base for years but I never thought to play Pulse and painlands together. Thinking....
Keep life totals close. Make them want to dial up a big finish. Oh - deflecting palm.
Idea anyways...
Long long LONG time ago... Pain lands were not just one of the only fixers we had in RW, but I would often find I could and would randomly activate a pain land just to Shining Shoal the damage with a Furnace of Rath out... Food for thought. I’m talking 9th was still the active core set in standard “long ago” BTW. I’ve done similar things since then from time to time. Very very Midrange RW shells. All ideas will eventually push you away from the control shell that Sun & Moon exists in and more towards Aggro or more combo.
https://www.facebook.com/groups/360993821403170/?ref=share
4 Monastery Swiftspear
2 Soul-Scar Mage
4 Goblin Guide
3 Thalia, Guardian of Thraben
2 Tithe Taker
2 Abbot of Keral Keep
2 Bedlam Reveler
2 Legion’s Landing
Inst/Soc: 18
4 Lighting Bolt
4 Path to Exile
2 Flame Jab
4 Lighing Helix
4 Boros Charm
3 Sacred Foundry
2 Plains
2 Mountain
4 Arid Mesa
4 Flooded Strand
2 Scalding Tarn
2 Ghost Quarter
Revamped and think I might be happy with this or at least happy enough to maybe try to go test at some point.
https://www.facebook.com/groups/360993821403170/?ref=share
https://twitter.com/channelfireball/status/1094608076454408192?s=21
I’ve waited till we got word what Spectacle was. Spectacle is an alternate cost to cast the spell if the opponent has taken damage that turn. This card opens some interesting Aggro starts and is still good in the late game. Note you can play the lands and you have until the end of your NEXT turn to cast them.
Chance at Glory
1RW
Instant
Creatures you control gain indestructible until end of turn. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Aurelia, Avatar of Justice
2RW
Legendary Creature - Angel
Flying
Mentor
At the beginning of combat on your turn, you may target up to one creature you control. That creature gets +2/0, and gains Trample if it's red and vigilance if it's white.
2/5
Long long LONG time ago... Pain lands were not just one of the only fixers we had in RW, but I would often find I could and would randomly activate a pain land just to Shining Shoal the damage with a Furnace of Rath out... Food for thought. I’m talking 9th was still the active core set in standard “long ago” BTW. I’ve done similar things since then from time to time. Very very Midrange RW shells. All ideas will eventually push you away from the control shell that Sun & Moon exists in and more towards Aggro or more combo.