Squeezing Blood from a Stone.

I'd like to pick up from where I left off with my previous entry and discuss Red's diminishing presence in my multiplayer sphere. If I were asked to describe my color affinities to you, my answer would be would be "a Black player who stomachs Jund (Black, Green, Red)." While I've never been a big mono-Red "burn you out" guy (I haven't played a burn deck in a duel setting in my entire life) I can still appreciate the things that the color Red can bring to your decks. Still, as I've already eluded to, I'm having a harder time justifying the existence of my base-Red decks. Their role in the multiplayer world is dwindling in my opinion.

To reiterate, I find myself struggling to build solid Red decks nowadays. Oh, sure, I can whip together something with Earhtquakes and [c]Taurean Mauler[/s]s and do fine, but if you were to ban my top 10 most played Red cards I probably wouldn't even be able to build a deck. I often feel as though I'm trying squeeze blood from a stone when I'm constructing my lists because the card quality just isn't there in mass quantities. While I used to always make due in the past, that just isn't the case any more. I want to discuss why it's challenging for me to build Red decks and why they're reliant on playing the same old "good cards" in order to compete. I also want to explore why that might not even be good enough unless Red's situation improves.

First of all, Red doesn't draw cards nor can it recur its expended resources (barring a small number of exceptions). Sure, Browbeat will work for some people and Faithless Looting can smooth your draws, but I mean what good does that do when everyone else is slamming Rhystic Studys, Genesises, Oversold Cemeterys and Syphon Minds? I mean yes, you can turn to marginal artifact solutions, but so can any deck. Your best draw options are everyone else's worst ones (more-or-less). As such, Red decks are often forced to splash colors like Black or Blue just so that they can compete in terms of card quantity. They are far too likely to fall behind and perish otherwise. I mean you can simply play Red decks without draw, there's nothing stopping you, but that's usually not a great way to take down a table of competent players. It will work some of the time, I'm not saying otherwise, but I don't feel like the consistency is there if you're not accruing additional resources for yourself.

Moving on, direct damage is getting worse. We haven't seen cards like Sulfuric Vortex, Flame Rift, Sizzle, Earthquake, Acidic Soil, Price of Progress, Flamebreak, etc. in a long time. What this means is that with every passing set, the core burn suite of most Red decks remains unchanged. Stagnation is never a good thing. While other decks are often growing or evolving, Red decks are only able to maintain the status quo. Ok, sure, maybe Slagstorm is going to make the cut in some decks, but far more often than not the cards that are released just aren't up to snuff with what the decks need. Dealing 20 damage to each opponent isn't easy, and Wizards isn't doing much to improve that. This goes back to what I was saying earlier about being unable to build decks using a variety of cards. The variety just isn't there. If I can't use the same old burn spells, the ones that I've been using since forever ago, I basically have no good options to choose from. That's a bit disheartening to me.

Still, I have to give credit where credit is due. Red does have is some pretty solid X burn and it is only getting better. Red is improving in that respect. Cards like Comet Storm, Banefire and Devil's Play are all fairly powerful all things considered. It's not unreasonable to sit back and dome someone for 8-10 to snipe some easy kills if you want. Because of this, I often find myself playing Red Control decks that sit back, build up, and pick people off as they fall low. It's not the "wham, bam, thank you ma'am" burn deck that most people envision when they think of Red, but hey, it works.

Ok, so global burn isn't changing but X burn is getting pretty good. Isn't that fine? Well no, unfortunately it isn't. You see, mass burn isn't improving much at all and X burn is only getting marginally more powerful. It's not reaching Exsanguinate levels just yet. While that isn't an issue in-of-itself, the fact that lifegain is getting better is. You see, Wizards has started making lifegain a "free" keyword. Cards like Thragtusk, Shpinx's Revelation, Exsanguinate, Wurmcoil Engine and much more are all extremely powerful cards that just so happen to gain people life... a lot of life at that. As the popularity and power of lifegain increases, the value of burn strategies starts to diminish rapidly. I mean, how do you ever kill that person who gained 16 life from his Exsanguinate after all? Is it even remotely realistic? Like, this has now stretched way beyond the Soul Warden + Congregate decks that burn decks used to fear. Pretty much any deck of any color can gain an obscene amount of life at this point. Well, except for (you guessed it) Red decks. Big surprise there... Oh, sure, it has the same access to artifacts such as Batterskull as everyone else does, don't get me wrong, but the color doesn't offer anything itself.

Ok, so burn is getting worse and lifegain is getting better. Coupled with the fact that Red doesn't draw cards, things are looking kind of grim. Still, Red has other qualities. Like, what about artifact destruction?

Red decks, thankfully, are still the masters of artifact removal. Not only does it have access to the best recursive and mass artifact destruction spells in the game, but it can also use that destruction to actively win games (as we seen with Viashino Heretic and Hoard-Smelter Dragon). Removal is fine and all, but it doesn't win games, so I like it when the 2 can be combined together. While there will always be the Fracturing Gusts of the world that will do the job as well, the outlook looks good that Red will remain the top dog of the artifact removal world. That may prove to be of little consolation, but hey, it means that Red will always be useful for something.

Ok, so that's finally a point for the Red team. Phew. Still, what about some of the pertinent matters at hand. Like oh say creatures. This, again, is an area where Red suffers a lot. Yes, while your deck can always curve a Kargan Dragonlord into a Taurean Mauler/Chandra's Spitfire and follow it up with an Obsidian Fireheart and a Malignus, once you remove that set of creatures from the equation it's difficult to piece together an impressive curve. I mean yes, it can cobble something together, but at the end of the day the number of powerful, playable Red creatures in probably like 30 or so tops. Everything else is some small, dorky do-nothing that works well in a duel setting (i.e. it's aggressive) but is complete trash in a multiplayer setting. You're never going to aggro the table out after all and so something like ~50% of the Red creatures being printed aren't even on the table for consideration. What this means is that Red creatures tend to be gold ones such as Olivia Voldaren and Lighting Reaver and not cards found solely within the color itself. Since Olivia doesn't care if your deck is base-Black splashing Red or base-Red splashing Black (or whatever), it comes down to what the rest of the color has to offer. When it comes to Red, the answer is often "well we can give you Taurean Mauler at 3 but not much else." That's a bit depressing, at least to me.

Last night I explained how I feel as though Red decks may be forced to rely on cards like Sulfuric Vortex now more than ever if they hope to stay competitive. Still, perhaps a more realistic way to look at it is that Red might have to make the transition over to a support color since base-Red decks may not longer have what it takes to compete. Exceptions will arise, I'm not saying otherwise, but the idea of Red being a "generically strong" color might disappear altogether. I mean yes, you'll splash it to get Mizzium Mortars, Shattering Pulse and Kessig Wolf Run into your decks, but you're probably not whipping out a throng of Red beaters other than a select few gems. It's weird to think of a Red as being a purely support color given its aggressive nature, but really, what choice will it have if the situation doesn't improve?

**Request**

I'm curious to know what people think is the worst overall color in their own metagame. Feel free to discuss why I'm right or wrong about the idea of it being Red, but if you have a different opinion I'd like to hear it. I realize that everyone is different and card pools, game size, experience levels and much more will all influence this immensely, but I'd still like to hear what others have to say. I'm not looking for something as extensive as what I've written obviously, but it would nice to peek into the world of other players for a change.
8

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes