Have been playing this R/x (BR) build, pre- and post-rotation, after winning strong competition from a diverse meta at Store Championship and since moving to a different city and LGS. Have a couple of notes from each match but have got to first unpack my stuff and find my notepad; some comments below decklist, though.
* Aethersphere Harvester was replaced with two other things for some of the time. Chandra, Torch of Defiance was sided in when I was in my previous city and knew that I was going to bristle up against Control-heavier metas. Tried Liliana, Death's Majesty but that was too slow.
Currently, deck struggles with WU (Approach or Control) now, as life gain (e.g., that old Onslaught cycling card), Authority of the Consuls and Settle the Wreckage (Yahenni, Undying Partisan reduces exiling of recursive threats) make winning hard; thankfully, haven't encountered many Gifts decks, post-rotation, with playable graveyard and artifact hate but not hoping to bank on this fact alone. (Scavenger Grounds and as might the Fatal Push.) However, an artifact that I sometimes see and this deck sometimes struggles with is Torrential Gearhulk, which has been prompting me to consider changing Strikes for Abrades and to possibly reconsidering the Push–Disintegration breakdown.
Other control match-ups can be easy wins but they can also be hard if I can't vomit out my hand. Second game usually goes better with Doomfalls and Duresses.
(Other?) midrange match-ups can be bad but spells, in addition to the Ahn-Crop Crasher, Earthshaker Khenra and menacers (currently, only Glint-Sleeve Siphoner; no Kari Zev), used to make a hole can help punch in for 20+.
Against Hazored and RW, deck went fine despite Courier and just-resolved/-recurred Wanderer being utterly useless. Increased amount of removal compared to both decks often meant racing was viable and incremental advantage of Siphoner, when it survived, meant pulling ahead.
Anyone who has played this or against this, any advice on improving this as a BR build or going back to mono-R?
1 Canyon Slough
4 Dragonskull Summit
2 Ifnir Deadlands
3 Mountain
2 Scavenger Grounds
4 Sunscorched Desert
5 Swamp
Creatures
3 Ahn-Crop Crasher
3 Bomat Courier
4 Dread Wanderer
3 Earthshaker Khenra
4 Glint-Sleeve Siphoner
3 Hazoret the Fervent
3 Scrapheap Scrounger
2 Yahenni, Undying Partisan
4 Fatal Push
4 Lightning Strike
4 Shock
2 Unlicensed Disintegration
2 Aethersphere Harvester
4 Duress
3 Doomfall
2 Key to the City
2 Lost Legacy
2 Unlicensed Disintegration
Maybeboard
2 Abrade
2 Dispossess
1 Earthshaker Khenra
1 Scrapheap Scrounger
4 Vraska’s Contempt
* Aethersphere Harvester was replaced with two other things for some of the time. Chandra, Torch of Defiance was sided in when I was in my previous city and knew that I was going to bristle up against Control-heavier metas. Tried Liliana, Death's Majesty but that was too slow.
Currently, deck struggles with WU (Approach or Control) now, as life gain (e.g., that old Onslaught cycling card), Authority of the Consuls and Settle the Wreckage (Yahenni, Undying Partisan reduces exiling of recursive threats) make winning hard; thankfully, haven't encountered many Gifts decks, post-rotation, with playable graveyard and artifact hate but not hoping to bank on this fact alone. (Scavenger Grounds and as might the Fatal Push.) However, an artifact that I sometimes see and this deck sometimes struggles with is Torrential Gearhulk, which has been prompting me to consider changing Strikes for Abrades and to possibly reconsidering the Push–Disintegration breakdown.
Other control match-ups can be easy wins but they can also be hard if I can't vomit out my hand. Second game usually goes better with Doomfalls and Duresses.
(Other?) midrange match-ups can be bad but spells, in addition to the Ahn-Crop Crasher, Earthshaker Khenra and menacers (currently, only Glint-Sleeve Siphoner; no Kari Zev), used to make a hole can help punch in for 20+.
Against Hazored and RW, deck went fine despite Courier and just-resolved/-recurred Wanderer being utterly useless. Increased amount of removal compared to both decks often meant racing was viable and incremental advantage of Siphoner, when it survived, meant pulling ahead.
Anyone who has played this or against this, any advice on improving this as a BR build or going back to mono-R?