That would totally depend on what cards I have in hand and land count in my deck. I kept both hands and both gave me good wins and bad loses... Keeping the 1 land hand is better, when you have more lands in your deck and keeping the 4 land hand is better with less lands in your deck. The question is, if you want to start a game where you are already in a bad position before it begins or do you want a new set of cards and have a better hand to play.
In an AIR deck with few (17-21) land and 39-43 spells that do basically the same thing, what percentage of 1/4-land openings are arguably keepable?
Very few 1 and 4 land hands are keepable. Pretty much all 2 and 3 land hands are.
Some 3s are terrible. You have to actually have a Reckoner in hand to really make any good plays with them, because it's rare that you're going 2-1 on turn 3. I found myself going 2 into nothing, leaving 1 mana open a lot. This did not feel good, especially after so much quality time spent with Stonewright.
I'd cut 2 Pyrewilds (all you really need is 1) for either Firefist Striker or maindeck Madcap Skills. Then I'd cut a Burning Earth from the board and add in 3 Reckoners.
Firefist Striker, Pyreheart Wolf, and Goblin Shortcutter bassically just makes your guys unblock able. I haven't tested it but I'm thinking this would be good. I'm pretty sure I should have mauler in here though but I can't find room after adding shortcutter and I definitely don't want to cut lands...A bit of flooding isn't so bad as long as stonewright has a friend around.
Been a while since I've played RDW but with the first open being played with m14 out I'd rather go with a simple and effective strategy...Proven and not too hard to test. I'll look through the threads but I also wanna ask you guys which version of RDW do you believe to be the best? My buddy is telling me to just go gruul because of gore-clan but I really like the Dos Rakis version because it has falkenrath and dreadbore+doomblade to deal with reckoner or other annoying guys...But with mono-red #nevermulligan?
Firefist Striker, Pyreheart Wolf, and Goblin Shortcutter bassically just makes your guys unblock able. I haven't tested it but I'm thinking this would be good. I'm pretty sure I should have mauler in here though but I can't find room after adding shortcutter and I definitely don't want to cut lands...A bit of flooding isn't so bad as long as stonewright has a friend around.
Been a while since I've played RDW but with the first open being played with m14 out I'd rather go with a simple and effective strategy...Proven and not too hard to test. I'll look through the threads but I also wanna ask you guys which version of RDW do you believe to be the best? My buddy is telling me to just go gruul because of gore-clan but I really like the Dos Rakis version because it has falkenrath and dreadbore+doomblade to deal with reckoner or other annoying guys...But with mono-red #nevermulligan?
Boros Reckoner is the best red card in the format... why do you have 0 of them in that list?
I personally don't think BTE has a really good place in mono-red either. I'd also probably cut the 4x BTE for 4x Ash Zealot.
And it seems like 4x pyreheart wolf, 4x firefist striker, and 4x goblin shortcutter are way too much creature dodge. I'd pick one of those playsets and stick with it. It'd also give you room to put in 4x lightning mauler because haste is great in mono-red. That leaves you with 4 spots so maybe 2x madcap skills and 2x thundermaw hellkite would be the way to go. Or as I mentioned before, the 4x boros reckoner. Maybe even put 1 or 2 burning earth maindeck because A LOT of the decks in the current meta play nothing but non-basic lands.
Firefist Striker, Pyreheart Wolf, and Goblin Shortcutter bassically just makes your guys unblock able. I haven't tested it but I'm thinking this would be good. I'm pretty sure I should have mauler in here though but I can't find room after adding shortcutter and I definitely don't want to cut lands...A bit of flooding isn't so bad as long as stonewright has a friend around.
Been a while since I've played RDW but with the first open being played with m14 out I'd rather go with a simple and effective strategy...Proven and not too hard to test. I'll look through the threads but I also wanna ask you guys which version of RDW do you believe to be the best? My buddy is telling me to just go gruul because of gore-clan but I really like the Dos Rakis version because it has falkenrath and dreadbore+doomblade to deal with reckoner or other annoying guys...But with mono-red #nevermulligan?
Looks good. Needs more Mutavault though. They really help combat flooding issues while giving you four more creatures that also happen to be lands. Also need more two drops to chain BTE with.
You may be surprised to find in testing that your burn doesn't help you as much as you thought it would. In BTE builds it turns out the best option is to run a lower curve with more dudes for greater consistency and synergy. In that regard, you may consider forgoing burn in the maindeck altogether to find room for another 2-drop playset and 4 Dynacharge.
Boros Reckoner is the best red card in the format... why do you have 0 of them in that list?
I personally don't think BTE has a really good place in mono-red either. I'd also probably cut the 4x BTE for 4x Ash Zealot.
And it seems like 4x pyreheart wolf, 4x firefist striker, and 4x goblin shortcutter are way too much creature dodge. I'd pick one of those playsets and stick with it. It'd also give you room to put in 4x lightning mauler because haste is great in mono-red. That leaves you with 4 spots so maybe 2x madcap skills and 2x thundermaw hellkite would be the way to go. Or as I mentioned before, the 4x boros reckoner. Maybe even put 1 or 2 burning earth maindeck because A LOT of the decks in the current meta play nothing but non-basic lands.
This is all bad advice. Boros Reckoner is a good card but lacks synergy with what the posted deck is trying to do, which is get all its little dudes through. A lot of us jammed Reckoner in our mono red lists before we realized the Wolf just flat-out won us more games, so we slid Reckoner to the sideboard for aggro mirrors.
Ash Zealot is really good, and I would definitely try to find room for her. That said, BTE is a big reason to be running a lower curve. If he finds another two drop to chain with it would obviously be most effective.
The "can't block, won't block" redundancy in the deck is what makes it perform so consistently. Honestly the deck can't have enough of it.
This is all bad advice. Boros Reckoner is a good card but lacks synergy with what the posted deck is trying to do, which is get all its little dudes through. A lot of us jammed Reckoner in our mono red lists before we realized the Wolf just flat-out won us more games, so we slid Reckoner to the sideboard for aggro mirrors.
Ash Zealot is really good, and I would definitely try to find room for her. That said, BTE is a big reason to be running a lower curve. If he finds another two drop to chain with it would obviously be most effective.
The "can't block, won't block" redundancy in the deck is what makes it perform so consistently. Honestly the deck can't have enough of it.
I'm gonna have to to disagree. If this is the case with the dodge creatures, this list seems more like an AiR deck, especially if you throw dynacharges in there.
I'd maybe cut 2 lands and 2 pillars for 4 dynachrages if hellrider is the top of the curve here.
Also, another problem with BTE is that you lose steam way too fast if you chain her and you'll only be relying on topdecking into rather underwhelming creatures. I just don't think this list is as competitive as the list I've been running:
I'm gonna have to to disagree. If this is the case with the dodge creatures, this list seems more like an AiR deck, especially if you throw dynacharges in there.
I'd maybe cut 2 lands and 2 pillars for 4 dynachrages if hellrider is the top of the curve here.
Also, another problem with BTE is that you lose steam way too fast if you chain her and you'll only be relying on topdecking into rather underwhelming creatures. I just don't think this list is as competitive as the list I've been running:
Your list is similar to what I've been running for the longest time, except you're running two five drops on 22 land which is incredibly loose. I also play Pyreheart Wolf instead of Reckoner after testing both creatures extensively. The wolf really is better here.
Otherwise, your analysis of trending toward a more all-in list is correct. We're getting the tools to run a highly effective AIR deck today with M14 being legal, and the deck will have a ton of consistency. I'd say your analysis of BTE is way off though. She's a Time Walk on a dude and that's nothing to sneeze at. And now that this deck could run Shortcutter, Firefist Striker, and Pyreheart Wolf in the same list, your issue of bad topdecks becomes much less relevant.
Now that we're being gifted with Mutavault's presence though, there's really no reason not to run it. Fitting in extra lands to prevent mana screw that also serve as a creature is just too good not to run here.
redthirst is redthirst, fifth Horseman of the Apocalypse. He was the leader of the Fires of Salvation, the only clan I'm aware of to get modded off the forums so hard they made their own forums.
Degenerate? Sure. Loudmouth? You bet. Law abiding? No ****ing way.
For that AiR-type list posted a few posts back (rakdos goons list); it is lacking Lightning Mauler, which I would think is the first creature you would add into a BTE vomit deck. Also, if you are going the AiR/BTE-Vomit style....I would certainly fit 4 dynacharge somewhere. If you spit out guys turns 1 2 and 3, turn 4 dynacharge is very good.
Also, if you are going the AiR/BTE-Vomit style....I would certainly fit 4 dynacharge somewhere. If you spit out guys turns 1 2 and 3, turn 4 dynacharge is very good.
Boros Reckoner is the best red card in the format... why do you have 0 of them in that list?
I personally don't think BTE has a really good place in mono-red either. I'd also probably cut the 4x BTE for 4x Ash Zealot.
And it seems like 4x pyreheart wolf, 4x firefist striker, and 4x goblin shortcutter are way too much creature dodge. I'd pick one of those playsets and stick with it. It'd also give you room to put in 4x lightning mauler because haste is great in mono-red. That leaves you with 4 spots so maybe 2x madcap skills and 2x thundermaw hellkite would be the way to go. Or as I mentioned before, the 4x boros reckoner. Maybe even put 1 or 2 burning earth maindeck because A LOT of the decks in the current meta play nothing but non-basic lands.
reckoner is good but i'd want to be dodging reckoners not hiding behind them i think getting around walls of annoying creatures is better for rdw
Thundermaw Hellkite is a potential sideboard option against control, since it can come down post-wrath and win the game. Against midrange, you'd generally rather have the Conscripts.
Now that Mono-Red can run 4 Mutavault, seems like Boros Reckoner is a bit tough to play.
Debating now between Chandra's Pheonix or Pyreheart Wolf , but it seems as if the wolf has fallen out of favor lately, not sure why though, guess he is a little slow and the format got faster.
Really like this deck from the SCG Lansing at 5th place and tweaking it just a smidge now.
I think you could easily afford to drop 2 cacklers for 2 legion loyalists, especially with tokens becoming popular. Traitorous Blood seems lack luster, I think FotF deserves a return. I would also go up to 4 Burning Earths. You want to see that card.
I played a version of RDW at my LGS last night. The deck basically payed for itself with the store credit I won from coming in second. Here is my list:
This was my first time playing constructed in close to 2 years. I threw the deck together in about 2 days through some trading and buying the commons/uncommons from the store not expecting much but being pleasantly surprised.
I would say MVP of the night was Hellrider, it was able to reach for that extra few points of damage + combat damage that would get through a few matches, specifically in the last round against maze's end/turbo fog. Most underwhelming was mizzium mortars. I don't recall ever siding it in except for my round one opponent. If I recall the decks I played against were like this:
Round 1: Weird Jund Ramp. I sided in the mizzium mortars because all I ever saw from him was the new Llanowar Elf from M14 and an Into the Wilds. Never drew them, and it didn't matter much in the two games we played as I curved out near perfectly.
Round 2: Junk Aristocrats. This was my one match loss. Game one I got easily enough, he seemed new to the deck and magic in general. Games two and three I got stalled on 2 and 3 lands with hellriders and burning earths in hand. His tokens and aristocrats were able to stall long enough for him to stabilize after my initial burst and I got my only match loss of the night.
Round 3: Bant Control. This was probably my easiest matchup despite a few miracle'd Terminus. Game two was almost lost but a lightning mauler in hand with a top-decked Firefist Striker kept his last minute Archangel of Thune from blocking and gaining him precious life.
Round 4: Jund Demons? Game one was so fast the only reason I knew he had big scary guys coming was from a Cavern of Souls played naming Demons so I sided in the traitorous bloods as well as burning earths. Burning Earth got my there after he resolved a Desecration Demon that kept sac'ing haste-y guys to to keep tapped.
Round 5: Maze's End Fog. This was just an annoying matchup. Game one he ran out of Fog effects and game two Hellrider and pillar got me there when combat damage couldn't.
Sorry for the janky report, this was mostly from memory. I need to get in the habit of taking better notes. Due to tiebreakers and since top 4 were all 4-1 I placed second, securing $30 store credit.
I would now like to talk about the changes I'd like to make in preparation of a win-a-box tournament tomorrow evening.
This is the list I plan on running, please tell me what you think.
There were times where an overloaded dynacharge(especially against junk aristocrats) would have helped a lot more than the pillars. I'm thinking of pulling the mizzium mortars from the sideboard to replace with pillars for matchups where you need just simply cannot let a dude hit the yard. The rest of my sideboard I was very pleased with.
I realize this is a long post and I appreciate you reading through it and any advice you may have.
This list is pretty much exactly what they're testing in the AIR thread. I'd suggest seeing what they're doing regarding the archetype - you should especially listen to anything zem and dpaine have to say.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage
redthirst is redthirst, fifth Horseman of the Apocalypse. He was the leader of the Fires of Salvation, the only clan I'm aware of to get modded off the forums so hard they made their own forums.
Degenerate? Sure. Loudmouth? You bet. Law abiding? No ****ing way.
This list is pretty much exactly what they're testing in the AIR thread. I'd suggest seeing what they're doing regarding the archetype - you should especially listen to anything zem and dpaine have to say.
Thanks for the heads up! I had only checked out the first page or 2 of that thread. I'll give a look over now.
So, I'm excited to see a mono-R aggro deck make a top 8. Eric Cieszynski @ SCG New Jersey. Here's the deck for those who don't feel like clicking on the link:
I'm cool with seeing the spell count upped to take better advantage of Chandra's Phoenix and Young Pyromancer, but what I'm completely lost on, is why the heck Magmaquake (instead of, say, Bonfire?) and Rolling Tremblor (which just seems like a HORRIBLE play in this deck) are in the board.
Does anyone have an idea why?
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In an AIR deck with few (17-21) land and 39-43 spells that do basically the same thing, what percentage of 1/4-land openings are arguably keepable?
in my experiance so long as I have ~3 1 drops 1 land hands are completely keepable with AIR
Want to see me in action? Check out my stream! Currently broadcasting Boros Burn in Standard. Full archive available.
Want to play better magic? Come join us at diestoremoval.com
Some 3s are terrible. You have to actually have a Reckoner in hand to really make any good plays with them, because it's rare that you're going 2-1 on turn 3. I found myself going 2 into nothing, leaving 1 mana open a lot. This did not feel good, especially after so much quality time spent with Stonewright.
Because we care about facts.
any progress on the primer? Need any help?
It's below. Just need input in the thread to expand on ideas...
4 Stromkirk Noble
4 Rakdos Cackler
4 Stonewright
4 Ash Zealot
4 Lightning Mauler
4 Burning-Tree Emissary
3 Pyrewild Shaman
3 Chandra’s Phoenix
2 Hellrider
4 Pillar of Flame
4 Searing Spear
Lands 20
18 Mountains
2 Mutavault
3 Madcap Skills
4 Burning Earth
3 Skullcrack
3 Mark of Mutiny
2 Electrickery
I probably ought to change Stonewright to Firefist Striker or Legion Loyalist. Pyrewild Shaman might not be great in this, maybe ought to be Madcap Skills.
I'm also at 20 land to utilize Mutavault and Hellrider.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
MtG Sales List
4 Pyreheart Wolf
4 Firefist Striker
4 Goblin Shortcutter
4 Burning-Tree Emissary
4 Rakdos Cackler
4 Stromkirk Noble
2 Stonewright
4 Pillar of Flame
22 Mountain
Firefist Striker, Pyreheart Wolf, and Goblin Shortcutter bassically just makes your guys unblock able. I haven't tested it but I'm thinking this would be good. I'm pretty sure I should have mauler in here though but I can't find room after adding shortcutter and I definitely don't want to cut lands...A bit of flooding isn't so bad as long as stonewright has a friend around.
Been a while since I've played RDW but with the first open being played with m14 out I'd rather go with a simple and effective strategy...Proven and not too hard to test. I'll look through the threads but I also wanna ask you guys which version of RDW do you believe to be the best? My buddy is telling me to just go gruul because of gore-clan but I really like the Dos Rakis version because it has falkenrath and dreadbore+doomblade to deal with reckoner or other annoying guys...But with mono-red #nevermulligan?
Boros Reckoner is the best red card in the format... why do you have 0 of them in that list?
I personally don't think BTE has a really good place in mono-red either. I'd also probably cut the 4x BTE for 4x Ash Zealot.
And it seems like 4x pyreheart wolf, 4x firefist striker, and 4x goblin shortcutter are way too much creature dodge. I'd pick one of those playsets and stick with it. It'd also give you room to put in 4x lightning mauler because haste is great in mono-red. That leaves you with 4 spots so maybe 2x madcap skills and 2x thundermaw hellkite would be the way to go. Or as I mentioned before, the 4x boros reckoner. Maybe even put 1 or 2 burning earth maindeck because A LOT of the decks in the current meta play nothing but non-basic lands.
Looks good. Needs more Mutavault though. They really help combat flooding issues while giving you four more creatures that also happen to be lands. Also need more two drops to chain BTE with.
You may be surprised to find in testing that your burn doesn't help you as much as you thought it would. In BTE builds it turns out the best option is to run a lower curve with more dudes for greater consistency and synergy. In that regard, you may consider forgoing burn in the maindeck altogether to find room for another 2-drop playset and 4 Dynacharge.
This is all bad advice. Boros Reckoner is a good card but lacks synergy with what the posted deck is trying to do, which is get all its little dudes through. A lot of us jammed Reckoner in our mono red lists before we realized the Wolf just flat-out won us more games, so we slid Reckoner to the sideboard for aggro mirrors.
Ash Zealot is really good, and I would definitely try to find room for her. That said, BTE is a big reason to be running a lower curve. If he finds another two drop to chain with it would obviously be most effective.
The "can't block, won't block" redundancy in the deck is what makes it perform so consistently. Honestly the deck can't have enough of it.
I'd maybe cut 2 lands and 2 pillars for 4 dynachrages if hellrider is the top of the curve here.
Also, another problem with BTE is that you lose steam way too fast if you chain her and you'll only be relying on topdecking into rather underwhelming creatures. I just don't think this list is as competitive as the list I've been running:
4x Stromkirk Noble
4x Rakdos Cackler
3x Stonewright
4x Ash Zealot
4x Lightning Mauler
3x Firefist Striker
4x Boros Reckoner
4x Hellrider
2x Thundermaw Hellkite
4x Searing Spear
2x Pillar of Flame
LANDS:
22x Mountain
But hey, to each his own.
Your list is similar to what I've been running for the longest time, except you're running two five drops on 22 land which is incredibly loose. I also play Pyreheart Wolf instead of Reckoner after testing both creatures extensively. The wolf really is better here.
Otherwise, your analysis of trending toward a more all-in list is correct. We're getting the tools to run a highly effective AIR deck today with M14 being legal, and the deck will have a ton of consistency. I'd say your analysis of BTE is way off though. She's a Time Walk on a dude and that's nothing to sneeze at. And now that this deck could run Shortcutter, Firefist Striker, and Pyreheart Wolf in the same list, your issue of bad topdecks becomes much less relevant.
Now that we're being gifted with Mutavault's presence though, there's really no reason not to run it. Fitting in extra lands to prevent mana screw that also serve as a creature is just too good not to run here.
-2 Mountain, -1 Reckoner (to the board); +3 Mutavault
—Jaya Ballard, task mage
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
It's basically Hellriders 5-8, yeah.
reckoner is good but i'd want to be dodging reckoners not hiding behind them i think getting around walls of annoying creatures is better for rdw
Thundermaw Hellkite is a potential sideboard option against control, since it can come down post-wrath and win the game. Against midrange, you'd generally rather have the Conscripts.
Debating now between Chandra's Pheonix or Pyreheart Wolf , but it seems as if the wolf has fallen out of favor lately, not sure why though, guess he is a little slow and the format got faster.
Really like this deck from the SCG Lansing at 5th place and tweaking it just a smidge now.
4 Burning-Tree Emissary
4 Chandra's Phoenix
4 Firefist Striker
4 Hellrider
4 Lightning Mauler
4 Rakdos Cackler
4 Stromkirk Noble
4 Mutavault
4 Searing Spear
3 Pillar of Flame
3 Burning Earth
4 Volcanic Strength
3 Skullcrack
3 Mizzium Mortars
2 Traitorous Blood
20 Mountain
Creatures:
4 Rakdos Cackler
4 Stromkirk Noble
3 Legion Loyalist
3 Firefist Striker
4 Ash Zealot
4 Lightning Mauler
4 Burning-Tree Emissary
4 Chandra's Phoenix
4 Hellrider
2 Searing Spear
4 Pillar of Flame
3 Burning Earth
2 Traitorous Blood
3 Skullcrack
4 Mindsparker
3 Mizzium Mortars
This was my first time playing constructed in close to 2 years. I threw the deck together in about 2 days through some trading and buying the commons/uncommons from the store not expecting much but being pleasantly surprised.
I would say MVP of the night was Hellrider, it was able to reach for that extra few points of damage + combat damage that would get through a few matches, specifically in the last round against maze's end/turbo fog. Most underwhelming was mizzium mortars. I don't recall ever siding it in except for my round one opponent. If I recall the decks I played against were like this:
Round 1: Weird Jund Ramp. I sided in the mizzium mortars because all I ever saw from him was the new Llanowar Elf from M14 and an Into the Wilds. Never drew them, and it didn't matter much in the two games we played as I curved out near perfectly.
Round 2: Junk Aristocrats. This was my one match loss. Game one I got easily enough, he seemed new to the deck and magic in general. Games two and three I got stalled on 2 and 3 lands with hellriders and burning earths in hand. His tokens and aristocrats were able to stall long enough for him to stabilize after my initial burst and I got my only match loss of the night.
Round 3: Bant Control. This was probably my easiest matchup despite a few miracle'd Terminus. Game two was almost lost but a lightning mauler in hand with a top-decked Firefist Striker kept his last minute Archangel of Thune from blocking and gaining him precious life.
Round 4: Jund Demons? Game one was so fast the only reason I knew he had big scary guys coming was from a Cavern of Souls played naming Demons so I sided in the traitorous bloods as well as burning earths. Burning Earth got my there after he resolved a Desecration Demon that kept sac'ing haste-y guys to to keep tapped.
Round 5: Maze's End Fog. This was just an annoying matchup. Game one he ran out of Fog effects and game two Hellrider and pillar got me there when combat damage couldn't.
Sorry for the janky report, this was mostly from memory. I need to get in the habit of taking better notes. Due to tiebreakers and since top 4 were all 4-1 I placed second, securing $30 store credit.
I would now like to talk about the changes I'd like to make in preparation of a win-a-box tournament tomorrow evening.
This is the list I plan on running, please tell me what you think.
18 Mountain
4 Mutavault
Creatures:
4 Rakdos Cackler
4 Stromkirk Noble
3 Legion Loyalist
4 Firefist Striker
3 Ash Zealot
4 Lightning Mauler
4 Burning-Tree Emissary
4 Chandra's Phoenix
4 Hellrider
4 Dynacharge
There were times where an overloaded dynacharge(especially against junk aristocrats) would have helped a lot more than the pillars. I'm thinking of pulling the mizzium mortars from the sideboard to replace with pillars for matchups where you need just simply cannot let a dude hit the yard. The rest of my sideboard I was very pleased with.
I realize this is a long post and I appreciate you reading through it and any advice you may have.
This list is pretty much exactly what they're testing in the AIR thread. I'd suggest seeing what they're doing regarding the archetype - you should especially listen to anything zem and dpaine have to say.
—Jaya Ballard, task mage
Thanks for the heads up! I had only checked out the first page or 2 of that thread. I'll give a look over now.
Eric Cieszynski @ SCG New Jersey. Here's the deck for those who don't feel like clicking on the link:
3 Ash Zealot
4 Burning-Tree Emissary
4 Chandra's Phoenix
4 Hellrider
2 Lightning Mauler
4 Rakdos Cackler
4 Stromkirk Noble
3 Young Pyromancer
3 Mutavault
2 Brimstone Volley
4 Searing Spear
2 Shock
3 Pillar of Flame
2 Legion Loyalist
3 Burning Earth
1 Magmaquake
3 Skullcrack
2 Thunderbolt
2 Flames of the Firebrand
2 Rolling Temblor
I'm cool with seeing the spell count upped to take better advantage of Chandra's Phoenix and Young Pyromancer, but what I'm completely lost on, is why the heck Magmaquake (instead of, say, Bonfire?) and Rolling Tremblor (which just seems like a HORRIBLE play in this deck) are in the board.
Does anyone have an idea why?