Out of interest, how does your decklist look with the green splash?
I don't think this deck needs a Green splash with the recent popularity of the Landfall creatures in Aggro decks. A Volcanic Fallout in response to Landfall triggers seems a lot better.
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- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
I don't think this deck needs a Green splash with the recent popularity of the Landfall creatures in Aggro decks. A Volcanic Fallout in response to Landfall triggers seems a lot better.
Isn't that inherently pointless when the majority of the time, that land that triggers the ability is a fetch land that will simply turn Fallout into a waste of a card?
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Isn't that inherently pointless when the majority of the time, that land that triggers the ability is a fetch land that will simply turn Fallout into a waste of a card?
That is one of the problems I have thought about, and the best time to play it is on your turn. The crap part is that they could still have an untapped Fetchland ready to crack or a Knight to drag out a Fetchland. Zoo has ways to play around both basically.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
That is one of the problems I have thought about, and the best time to play it is on your turn. The crap part is that they could still have an untapped Fetchland ready to crack or a Knight to drag out a Fetchland. Zoo has ways to play around both basically.
I think that's why I prefer Firespout. It's more likely to kill Goyfs and Knights, and it doesn't hurt you like Fallout does. Especially in the Zoo matchup, you can't afford any unnecessary loss of life...
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Signalling is like farting: it's a natural thing that helps people avoid being where you are, and if you try to do it deliberately, things turn to crap fast.
Quote from Hardened »
I hereby found the American Chapter of the Zealots of Semantics. All glory to The Curmudgeon.
I think that's why I prefer Firespout. It's more likely to kill Goyfs and Knights, and it doesn't hurt you like Fallout does. Especially in the Zoo matchup, you can't afford any unnecessary loss of life...
Should we add a green splash? We would get full functionality with Firespout and Ancient Grudge in the SB, but would it be worth it?
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
Well, I think this deck is more concerned with Zoo than it is with Faeries, as it relies on its speed more than removal to handle Fae. I think that you're in trouble with this deck if you rely on turn 3+ Fallouts (I doubt you'd want to use accel for early Fallout play). Running green could work, given fetch lands, but I don't know how necessary it really is. Is Grudge really better than Spree out of the board anyway? Instant speed seems the only advantage, but if the slot is to deal with Affinity, Spree seems quite superior...
I haven't tested this deck, so I apologize if this is outdated or misguided theory. It's more meant as needed clarification than as condescending, rhetorical questioning. I'm just trying to get as much an idea of the format as possible in preparation. Thanks for the help.
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Providing a plethora of pompous and pedantic postings here since 2009.
:dance:Fact or Fiction of the [Limited] Clan:dance:
Signalling is like farting: it's a natural thing that helps people avoid being where you are, and if you try to do it deliberately, things turn to crap fast.
Quote from Hardened »
I hereby found the American Chapter of the Zealots of Semantics. All glory to The Curmudgeon.
Well, I think this deck is more concerned with Zoo than it is with Faeries, as it relies on its speed more than removal to handle Fae. I think that you're in trouble with this deck if you rely on turn 3+ Fallouts (I doubt you'd want to use accel for early Fallout play). Running green could work, given fetch lands, but I don't know how necessary it really is. Is Grudge really better than Spree out of the board anyway? Instant speed seems the only advantage, but if the slot is to deal with Affinity, Spree seems quite superior...
I haven't tested this deck, so I apologize if this is outdated or misguided theory. It's more meant as needed clarification than as condescending, rhetorical questioning. I'm just trying to get as much an idea of the format as possible in preparation. Thanks for the help.
will someone plz post an updated list... Thank you.
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1-Copy effects
2-Control changing effects
3-Text changing effects
4-Type changing effects
5-Color changing effects
6-Giving/Taking Abilities
7a-*/* setting effects
7b-All effects not described in other layer 6 effects
7c-Counters
7d-Static abilities that don't set P/T (Crusade effects)
7e-Switching P/T
Going back to an earlier discussion, I must say that I'm really loving the idea of Chandra Ablaze. She seems to have some very powerful synergy with the deck in general. The only problem is getting that single extra mana (in relation to other major threats @ 5cmc vs 6cmc). Another decent red accelerator would be a godsend at this point! Fingers crossed for whatever comes after Zendikar...
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Currently Playing Legacy
:symr::symb: Goblins Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
Going back to an earlier discussion, I must say that I'm really loving the idea of Chandra Ablaze. She seems to have some very powerful synergy with the deck in general. The only problem is getting that single extra mana (in relation to other major threats @ 5cmc vs 6cmc). Another decent red accelerator would be a godsend at this point! Fingers crossed for whatever comes after Zendikar...
I think we should start running Vexing Shusher MD so we can play some of the bombs a bit later than turn one.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
the biggest ability of all in red is to run 6 to 8 moon effects+other disruption maindeck, much of which is also heavy beaters. I can't see what you really gain out of a white splash that you couldn't already achieve mono colored. that said, Armageddon isn't legal in extended. you'd want boom/bust for the closest effect I can think of still here, and it's mono red.
why crucible? they really arent needed.
the version i fell in love with was from the 14th page. it has a report.
it's a good aggro control list. with md chalices
Agreed! I was looking awhile back at which Extended deck to invest in, and the deck on page 14 along with the very detailed report helped me decide on this deck! As for the Chandra Ablaze discussion, I think the right number MD is 3. You can pitch an extra copy to the +1 ability, but this way you won't have 2 stuck in your hand waiting to be played that often....
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
the only use i see for chandra is a turn 1 drop for disruption. dont really think she's needed
she's a big threat, i think 3 is a good number, no pte can exile her, and if you can get to stick to -7 you could storm for empty the warrens.... or just shoot and refill. (better if we drop her early, of course that's the goal of the deck)
she's a big threat, i think 3 is a good number, no pte can exile her, and if you can get to stick to -7 you could storm for empty the warrens.... or just shoot and refill. (better if we drop her early, of course that's the goal of the deck)
The only problem is that by the time we can play it, they might have counterspells ready. Should we run something like Shusher in the SB for it?
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
the only use i see for chandra is a turn 1 drop for disruption. dont really think she's needed
dude she's a red source of card draw and she's hand disruption ipersonally think she's a red jace plus her +1 is just nasty and can get you a t4 win. i dunno dude i think if she's got a deck then this is totally it.
The thing I love about Chandra Ablaze is that she gives us some really atypical red abilities in the form of both hand disruption, and draw (if you're in topdeck mode or have just emptied your hand via a mana ritual chain). If only we had a better mana ritual to replace Desperate Ritual so she would be possible to drop first turn. That currently, is the only thing stopping me from running 3-4 maindeck.
I mean, just think (if we had a slightly better ritual): you draw a hand of Mountain, Mountain, a few rituals and Chandra. Drop a mountain, ritual into another ritual etc.. to 6 mana, drop Chandra. Use her -2 ability, our hand gets refilled to 3 and our opponent loses 4 cards. Still a solid second turn play which is consistently possible, but I don't know if I want to run her unless we can get her first turn.
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:symr::symb: Goblins Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
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Out of interest, how does your decklist look with the green splash?
Legacy
:symr::symb: Goblins
Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
I don't think this deck needs a Green splash with the recent popularity of the Landfall creatures in Aggro decks. A Volcanic Fallout in response to Landfall triggers seems a lot better.
- To my youngest sister when she was 6.
Isn't that inherently pointless when the majority of the time, that land that triggers the ability is a fetch land that will simply turn Fallout into a waste of a card?
:dance:Fact or Fiction of the [Limited] Clan:dance:
That is one of the problems I have thought about, and the best time to play it is on your turn. The crap part is that they could still have an untapped Fetchland ready to crack or a Knight to drag out a Fetchland. Zoo has ways to play around both basically.
- To my youngest sister when she was 6.
I think that's why I prefer Firespout. It's more likely to kill Goyfs and Knights, and it doesn't hurt you like Fallout does. Especially in the Zoo matchup, you can't afford any unnecessary loss of life...
:dance:Fact or Fiction of the [Limited] Clan:dance:
Should we add a green splash? We would get full functionality with Firespout and Ancient Grudge in the SB, but would it be worth it?
- To my youngest sister when she was 6.
I haven't tested this deck, so I apologize if this is outdated or misguided theory. It's more meant as needed clarification than as condescending, rhetorical questioning. I'm just trying to get as much an idea of the format as possible in preparation. Thanks for the help.
:dance:Fact or Fiction of the [Limited] Clan:dance:
will someone plz post an updated list... Thank you.
2-Control changing effects
3-Text changing effects
4-Type changing effects
5-Color changing effects
6-Giving/Taking Abilities
7a-*/* setting effects
7b-All effects not described in other layer 6 effects
7c-Counters
7d-Static abilities that don't set P/T (Crusade effects)
7e-Switching P/T
Legacy
:symr::symb: Goblins
Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
I think we should start running Vexing Shusher MD so we can play some of the bombs a bit later than turn one.
- To my youngest sister when she was 6.
4 rite of flame
4 seething song
4 demigod of revenge
4 deus of calamity
4 fulminator mage
2 wrath of god
2 armageddon
3 ajani vengant
3 crucible of worlds
2 magus of the moon
4 ghost quarter
4 arid messa
4 rugged prarie
4 sacred foundry
8 mountain
i haven't done any testing yet but i think it has potential. any thoughts? thanks.
Credit to DolZero for this awesome sig!
Agreed! I was looking awhile back at which Extended deck to invest in, and the deck on page 14 along with the very detailed report helped me decide on this deck! As for the Chandra Ablaze discussion, I think the right number MD is 3. You can pitch an extra copy to the +1 ability, but this way you won't have 2 stuck in your hand waiting to be played that often....
She helps a lot in the Control matchups, as you destroy their hands, and it is hard for them to deal with.
- To my youngest sister when she was 6.
she's a big threat, i think 3 is a good number, no pte can exile her, and if you can get to stick to -7 you could storm for empty the warrens.... or just shoot and refill. (better if we drop her early, of course that's the goal of the deck)
The only problem is that by the time we can play it, they might have counterspells ready. Should we run something like Shusher in the SB for it?
- To my youngest sister when she was 6.
dude she's a red source of card draw and she's hand disruption ipersonally think she's a red jace plus her +1 is just nasty and can get you a t4 win. i dunno dude i think if she's got a deck then this is totally it.
I mean, just think (if we had a slightly better ritual): you draw a hand of Mountain, Mountain, a few rituals and Chandra. Drop a mountain, ritual into another ritual etc.. to 6 mana, drop Chandra. Use her -2 ability, our hand gets refilled to 3 and our opponent loses 4 cards. Still a solid second turn play which is consistently possible, but I don't know if I want to run her unless we can get her first turn.
Legacy
:symr::symb: Goblins
Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress