Which would be better though if you splash green? Naturalize or Back to nature?
Ive been playing Standard and felt like playing Double Standard so I'm not sure if Enchantments are that much of threats. Like Leylines and Bitterblossom.
I don't think his list was that great, but he beat me so I guess I can't say too many bad things about it. He was playing Ball Lightnings and Hell's Thunders main, and board he had Ratchet Bombs and Arc Trails. Everything else I saw in his list looked pretty typical.
No offense to either of you, but....you guys both say the list wasn't that great, but he beat both of you and won the tournament so...If you mean it was just an average RDW list, then sure.
Both decks look pretty good (I'm mostly a Standard player so Extended is new to me), but what decks do you bring Koth in against? I'm honestly thinking white decks that have BFT or something. Same with the Leyline?
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Whenever something goes wrong in the storyline just remember: Bolas did it.
Karn isn't a Planeswalker anymore. Get over it.
I'm playing RDW this weekend. I'm just not sure on the final list yet. I've never been impressed with gutteral response. It basically counters cryptic or another applicable counterspell.
i dont have enough place in my actual sideboard for something agains a Mirror Match atm... and the only thing i have is volcanic fallout before their attack... it kill their guide figure hellspark and ball lightning... but it also kill my own figure and guide! To be honest i dont think many people will play RDW because the meta his not really great at the moment for us. but who know may be RDW will spawn out of nowhere and i will just face that type of deck Saturday. May be yes may be not. But i don't think i need Dragon Claw's red is not strong enough atm. As for Guttural Response, i really like the idea just not in my bloodbraid deck. Ricochet Trap might be another option for pure red deck.
I don't have the time to test over half of those matchup before Saturday. I tryed to make a quick list to be prepare against all match but i'm not sure at all, i'm going to test some of them tomorrow
Jund
+3 Goblin Ruinblaster +2 Leyline of Punishment
-3 Boggart Ram Gang -2 Figure of Destiny
Faeries
+3 Volcanic Fallout +2 Leyline of Punishment + 2 Smash to Smithereens
-3 Ball Lightning -4 Hell's Thunder
4cc
+3 Goblin Ruinblaster +2 Leyline of Punishment +2 Mark of Mutiny
-3 Ball Lightning -4 Boggart Ram Gang
Standard:GWRU 4C Collected Company Modern:GUWRB Bloom Titan Legacy:BUG SHARDLESS BUG
EDH : GR BORBORYGMOS ENRAGED GU PRIME SPEAKER ZEGENA UWR ZEDRUU THE GREATHEARTED UBR MISHRA ARTIFICER PRODIGY B SHEOLDRED WHISPERING ONE R ASHLING THE PILGRIM
No offense to either of you, but....you guys both say the list wasn't that great, but he beat both of you and won the tournament so...If you mean it was just an average RDW list, then sure.
I don't mean to say that it is terrible, just that some of the card choices are pretty unconventional. Ball Lightnings seem like an interesting maindeck inclusion with some much removbal running around, and Tattermunge Maniac never impresses me.
I'm playing RDW this weekend. I'm just not sure on the final list yet. I've never been impressed with gutteral response. It basically counters cryptic or another applicable counterspell.
It's still a really good card. If you need to land that single card, Guttural Response is as good as a Cryptic Command back at their face while you resolve your win spell. I've found it key in a lot of match ups like 4CC where all they're trying do is outlast you in terms of cards in hand. Usually if you can't kill them by the time you're at top deck mode you've probably lost. I think the inclusion of Mana Leak to the format has made RDW a bit slower against control, it's basically a hard counter in turns you really want to resolve that Boggart Ram-Gang, Hell's Thunder or Ball Lightning and get in there to bring them to the low singles.
Response is absolutely necessary against Control/Faerie or just about anything running cryptic. Yeah, it's a silver bullet, but it's one that you need to get you there.
I ran a deck, almost identical to the one's being posted, at the PTQ in Roanoke.
I went with Kargans instead Figures, and that may have been a bad choice, and I did not have the Koth's needed either. I stress, that in testing, Koth was a difference maker once sided in against decks like Naya Shama/Vengevine.
Handled Naya fairly well in one matchup but couldn't play around BFT fast enough game three of another, Wargate was no issue, Conscription I did fine but in game three I ran out of gas before he got Sovereigns.
I left the PTQ thinking two things, my play isn't tight enough, and my deck was missing something. So I will swap Figures in for Kargans, and I will get the Koth's I feel it needs.
Otherwise I was happy to see others having success. I think your meta needs to be set right though. Roanoke did not have a lot of Faeries or 4cc or 5cc, but I saw a lot of aggro, and Naya Shaman and Mythic were rampant, and those are tougher matchups.
Also, I wanted to ask other too if they feel like the choice on Kargan was wrong versus Figure. Kargan can be level 8 by turn 5, a full power figure is full power turn six. I guess the ability to turn one a figure and power him once turn two for two is nice. I struggled with that choice.
Lastly, would like to see more discussion on Ball Lightning. It had to be sided out against anything with Cunning Sparkmage, but otherwise it was a house and a game winner. So do you play 4 main and then just side them out accordingly, or do you ignore them for something with more body like Ram-gang?
**Edit** Keep coming back with random thoughts. The other card I thought about putting in is a couple Siege-Gang Commanders. He gives some mid to late game punch. If they don't deal with him you're dropping 6 damage the next turn. Hell you'd probably sac your Guide too... **End Edit**
I was thinking of adding anathmancer, but it doesn't go as well with BBE and volcanic fallout as ball lightning. The only thing I really don't like is this deck's lack of two drops. I suppose I could searing blaze (most decks run it), but the problem is it is such a lackluster cascade and topdeck. You basically have to play 4 to make it worth it, and I don't think it is worth it. I've also seen arc trail in some lists too, but I don't really like that either, and I think volcanic fallout will be my sweeper of choice while fairies is #1. That being said I can't really think of any other good two drops for this deck. However, I also did not play during the lorwyn block so I'm not sure what good two drops are in that block, so if you guys could suggest some good two-drops (preferably creatures!) to fill out my awkward curve, that would be great! (=
I was thinking of adding anathmancer, but it doesn't go as well with BBE and volcanic fallout as ball lightning. The only thing I really don't like is this deck's lack of two drops. I suppose I could searing blaze (most decks run it), but the problem is it is such a lackluster cascade and topdeck. You basically have to play 4 to make it worth it, and I don't think it is worth it. I've also seen arc trail in some lists too, but I don't really like that either, and I think volcanic fallout will be my sweeper of choice while fairies is #1. That being said I can't really think of any other good two drops for this deck. However, I also did not play during the lorwyn block so I'm not sure what good two drops are in that block, so if you guys could suggest some good two-drops (preferably creatures!) to fill out my awkward curve, that would be great! (=
Hi skip430,
First, where are the Raging Ravines? I think the 4th Figure of Destiny is a must-have as well.
Response is absolutely necessary against Control/Faerie or just about anything running cryptic. Yeah, it's a silver bullet, but it's one that you need to get you there.
I ran a deck, almost identical to the one's being posted, at the PTQ in Roanoke.
I went with Kargans instead Figures, and that may have been a bad choice, and I did not have the Koth's needed either. I stress, that in testing, Koth was a difference maker once sided in against decks like Naya Shama/Vengevine.
Handled Naya fairly well in one matchup but couldn't play around BFT fast enough game three of another, Wargate was no issue, Conscription I did fine but in game three I ran out of gas before he got Sovereigns.
I left the PTQ thinking two things, my play isn't tight enough, and my deck was missing something. So I will swap Figures in for Kargans, and I will get the Koth's I feel it needs.
Otherwise I was happy to see others having success. I think your meta needs to be set right though. Roanoke did not have a lot of Faeries or 4cc or 5cc, but I saw a lot of aggro, and Naya Shaman and Mythic were rampant, and those are tougher matchups.
Also, I wanted to ask other too if they feel like the choice on Kargan was wrong versus Figure. Kargan can be level 8 by turn 5, a full power figure is full power turn six. I guess the ability to turn one a figure and power him once turn two for two is nice. I struggled with that choice.
Lastly, would like to see more discussion on Ball Lightning. It had to be sided out against anything with Cunning Sparkmage, but otherwise it was a house and a game winner. So do you play 4 main and then just side them out accordingly, or do you ignore them for something with more body like Ram-gang?
**Edit** Keep coming back with random thoughts. The other card I thought about putting in is a couple Siege-Gang Commanders. He gives some mid to late game punch. If they don't deal with him you're dropping 6 damage the next turn. Hell you'd probably sac your Guide too... **End Edit**
Red is pretty directed it's either an All-In Red blitz style or a slightly more conservative with some higher costing creatures as finishers like Molten-Tail Masticore and Demigod of Revenge. Siege-Gang Commander was great in Boat and Red when he was in Standard, but now everything is running Volcanic fallout or some sweeper, his lack of 'Haste' ability is noticeable especially in a deck that typically runs 22-24 lands and no acceleration.
I liked Demigod Red when it was around and I think if you're looking for a mid-late game finisher Demigod of Revenge is the best option.
I personally dislike Figure of Destiny and Kargan Dragonlord because I find Levelers slow. Figure of Destiny is definitely the better of the two since you can play it and use it's abilities flexibly whereas Kargan Dragonlord is a tap out investment. I decided to try and run something similar to Demigod Red.
During testing and a local extended tournament I went 3-0-1 with the list facing Faeries, 4CC, and Naya, the last match we split into prizes but it would have been against Jund which the core build was just too fast for it to deal with.
It wasn't a spectacularly unique looking list, but it was fairly effective overall. Main Board Koth lead to some pretty explosive plays involving a Demigod of Revenge. I really liked the interaction the Demigods and unearth creatures had with Molten-Tail Masticore, at times I used them as bodies and others I simply unearthed them, but all were discard fodder I felt that I didn't actually abandon my hand for. I ended up avoiding fetch lands because the deck really needs to curve out, and for the so called "thinning" effect a suite of 8 could have provided I settled against it. Worked out as I never had issues hitting my mana when I needed it especially with 12 4cmc+ drops.
Ok, I think I finally decided on my list. Only thing that makes me sad is I wish I could fit Hell's Thunder in here somewhere, but it doesn't look like it's going to happen.
I really like the Arc Trails being in the MD...I wanted to go with 3 but thought against it, since it's a sorcery and it's not used against EVERY deck. BUT, It should be good against a lot of the field, including: Other RDW, Elves, G/W Trap, Naya, Faeries, Kithkin (lol).
I'm a sucker for one ofs...especially something like Koth...although I wish I had room for another MoM in the SB for potential Doran and Wurmcoil in faeries.
Ive been toying around with mimic vat in a red deck featuring ball lightning hells thunder and hellspark...coupled with the burn the deck can run there is a pretty large supply of critters availible...i dunno if its really better or not but it seems reasonably solid especially when and if the game gets to the mid and late game. at the least how do you guys feel about it out of the sb?
just a wacky idea i got while thinking of old school finishers like cursed scroll.
Ive been toying around with mimic vat in a red deck featuring ball lightning hells thunder and hellspark...coupled with the burn the deck can run there is a pretty large supply of critters availible...i dunno if its really better or not but it seems reasonably solid especially when and if the game gets to the mid and late game. at the least how do you guys feel about it out of the sb?
just a wacky idea i got while thinking of old school finishers like cursed scroll.
That would be fun to copy and have a Ball Lightning every turn lol, or if they can't block flyers, the hells thunder. Sounds good to me, I definitely want to try it out.
Ive been toying around with mimic vat in a red deck featuring ball lightning hells thunder and hellspark...coupled with the burn the deck can run there is a pretty large supply of critters availible...i dunno if its really better or not but it seems reasonably solid especially when and if the game gets to the mid and late game. at the least how do you guys feel about it out of the sb?
just a wacky idea i got while thinking of old school finishers like cursed scroll.
This is definitely worth testing, but I have a feeling that a 3-mana artifact with no immediate effect on the game (and by extension, your opponent's life total) is a niche card at best and probably not good enough.
might be a good idea but more as a 1-of than anything else... i dont want to draw 2 or 3 of them and mulligan!
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Kakwann, Lvl 39 Sorcerer
Currently Playing
Standard:GWRU 4C Collected Company Modern:GUWRB Bloom Titan Legacy:BUG SHARDLESS BUG
EDH : GR BORBORYGMOS ENRAGED GU PRIME SPEAKER ZEGENA UWR ZEDRUU THE GREATHEARTED UBR MISHRA ARTIFICER PRODIGY B SHEOLDRED WHISPERING ONE R ASHLING THE PILGRIM
chakragod: isnt volcanic fallout just superior to arc trial md? kills more,uncounterable, instant speed? doesnt that justify its inclusion over the fact it may kill your creeps some of the time (play the card properly and its not an issue)
Hey guys, this is the straightforward design I'm currently messing with, I'd like to include Plated Geopede and a couple of Koth's but I can't figure out what to take out. Any suggestions would be awesome.... thanks!
If I wanted to keep that list "normal" id probably drop either the Hells Thunders or Ball Lightnings for the geopedes (heck you could even go 2/2 on those if you wanted) and Id consider dropping either 2 searing blaze or 2 burst lightning if you really wanted Koth in the main. The thinking there is that Koth really shines in control matches where you wouldnt want blaze or burst anyways and I am assuming you want Koth as a meta choice.
Im also not sold on searing blaze over either Arc Trail or Volcanic Fallout which are the two more common options there, although it is nice hitting for 3 on creatures instead of 2, so again more of a meta call depending on what creatures you are facing most often.
Two card which I feel are under looked at the moment are Earthquake which is great against mid-range and Everlasting Torment which deals with persist, fattys (BSA) and lifegain all in one hit.
IMO the main benefit for playing Leyline of Punishment over everlasting torment is its random 0 cost, though to get this to happen often you'll need to play full playset and be able to mulligan aggressively which I don't believe RDW can really do......
While I do understand that X have fell out of favour due to manaleak, I feel that the bad MU with some of the mid-range list like Naya call for it.
PLUS Koth and Earthquake tends to equal happy times, especially with redirectly the damage back on koth himself
Naturalize or Back to nature?
Ive been playing Standard and felt like playing Double Standard so I'm not sure if Enchantments are that much of threats. Like Leylines and Bitterblossom.
No offense to either of you, but....you guys both say the list wasn't that great, but he beat both of you and won the tournament so...If you mean it was just an average RDW list, then sure.
Edit: Yay for MTG.com articles...I guess another PTQ was won by RDW as well...the lists are in here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/td/125
Modern SkRed
Current Decks:
Pauper: UUDelver BlueUU
Karn isn't a Planeswalker anymore. Get over it.
I was wrong.
Is gutteral response good?
I'm playing RDW this weekend. I'm just not sure on the final list yet. I've never been impressed with gutteral response. It basically counters cryptic or another applicable counterspell.
Atm my deck look like that
4 Bloodbraid Elf
4 Ball Lightning
4 Hell's Thunder
4 Boggart Ram Gang
4 Hellspark Elemental
4 Goblin Guide
2 Figure of Destiny
3 Flame Javelin
2 Garruk Wildspeaker
4 Lightning Bolt
Lands (25)
4 Ragine Ravine
4 Rootbound Crag
4 Fire-lit Thicket
1 Copperline Gorge
12 Mountain
3 Volcanic Fallout
3 Goblin Ruinblaster
3 Arc Trail
2 Leyline of Punishment
2 Smash to Smithereens
2 Mark of Mutiny
Jund
+3 Goblin Ruinblaster +2 Leyline of Punishment
-3 Boggart Ram Gang -2 Figure of Destiny
Faeries
+3 Volcanic Fallout +2 Leyline of Punishment + 2 Smash to Smithereens
-3 Ball Lightning -4 Hell's Thunder
4cc
+3 Goblin Ruinblaster +2 Leyline of Punishment +2 Mark of Mutiny
-3 Ball Lightning -4 Boggart Ram Gang
Scapeshift
+3 Ruinblaster
-3 Flame Javelin
G/W Trap
+3 Goblin Ruinblaster +3 Arc Trail +3 Volcanic Fallout
-3 Flame Javelin -4 Goblin Guide -2 Figure of Destiny
U/W Control
+3 Goblin Ruinblaster +2 Leyline of Punishment +2 Mark of Mutiny
-3 Ball Lightning -4 Lightning Bolt
Tempered Steel
+3 Arc Trail +3 Volcanic Fallout +2 Leyline of Punishment +2 Smash to Smithereens
-4 Boggart Ram Gang -4 Goblin Guide -2 Figure of Destiny
Bant Conscription
+3 Arc Trail +3 Volcanic Fallout +2 Leyline of Punishment
-4 Boggart Ram Gang -4 Ball Lightning
Naya
+3 Arc Trail +2 Leyline +2 Mark of Mutiny
-3 Boggart Ram Gang -4 Goblin Guide
Ooze
+3 Arc Trail +2 Leyline +2 Mark of Mutiny
-3 Boggart Ram Gang -4 Goblin Guide
Pyromancer
Nothing!
Doran
+3 Goblin Ruinblaster +2 Mark of Mutiny +3 Arc Trail
-4 Hellspark Elemental -4 Ball Lightning
Elves
+3 Volcanic Fallout +2 Leyline of Punishment +3 Arc Trail
-4 Boggart Ram Gang -2 Figure of Destiny -2 Flame Javelin
Merfolk
+3 Arc Trail +2 Leyline of Punishment +3 Volcanic Fallout
-4 Boggart Ram Gang -4 Ball Lightning
WWeenie
+3 Arc Trail +2 Leyline of Punishment +3 Volcanic Fallout
-4 Boggart Ram Gang -4 Ball Lightning
Mirror
+3 Volcanic Fallout
-3 Ball Lightning
Standard: GWRU 4C Collected Company
Modern: GUWRB Bloom Titan
Legacy: BUG SHARDLESS BUG
EDH :
GR BORBORYGMOS ENRAGED
GU PRIME SPEAKER ZEGENA
UWR ZEDRUU THE GREATHEARTED
UBR MISHRA ARTIFICER PRODIGY
B SHEOLDRED WHISPERING ONE
R ASHLING THE PILGRIM
I don't mean to say that it is terrible, just that some of the card choices are pretty unconventional. Ball Lightnings seem like an interesting maindeck inclusion with some much removbal running around, and Tattermunge Maniac never impresses me.
It's still a really good card. If you need to land that single card, Guttural Response is as good as a Cryptic Command back at their face while you resolve your win spell. I've found it key in a lot of match ups like 4CC where all they're trying do is outlast you in terms of cards in hand. Usually if you can't kill them by the time you're at top deck mode you've probably lost. I think the inclusion of Mana Leak to the format has made RDW a bit slower against control, it's basically a hard counter in turns you really want to resolve that Boggart Ram-Gang, Hell's Thunder or Ball Lightning and get in there to bring them to the low singles.
I ran a deck, almost identical to the one's being posted, at the PTQ in Roanoke.
I went with Kargans instead Figures, and that may have been a bad choice, and I did not have the Koth's needed either. I stress, that in testing, Koth was a difference maker once sided in against decks like Naya Shama/Vengevine.
Handled Naya fairly well in one matchup but couldn't play around BFT fast enough game three of another, Wargate was no issue, Conscription I did fine but in game three I ran out of gas before he got Sovereigns.
I left the PTQ thinking two things, my play isn't tight enough, and my deck was missing something. So I will swap Figures in for Kargans, and I will get the Koth's I feel it needs.
Otherwise I was happy to see others having success. I think your meta needs to be set right though. Roanoke did not have a lot of Faeries or 4cc or 5cc, but I saw a lot of aggro, and Naya Shaman and Mythic were rampant, and those are tougher matchups.
Also, I wanted to ask other too if they feel like the choice on Kargan was wrong versus Figure. Kargan can be level 8 by turn 5, a full power figure is full power turn six. I guess the ability to turn one a figure and power him once turn two for two is nice. I struggled with that choice.
Lastly, would like to see more discussion on Ball Lightning. It had to be sided out against anything with Cunning Sparkmage, but otherwise it was a house and a game winner. So do you play 4 main and then just side them out accordingly, or do you ignore them for something with more body like Ram-gang?
**Edit** Keep coming back with random thoughts. The other card I thought about putting in is a couple Siege-Gang Commanders. He gives some mid to late game punch. If they don't deal with him you're dropping 6 damage the next turn. Hell you'd probably sac your Guide too... **End Edit**
4 copperline gorge
4 rootbound crag
16 mountain
Creatures: 22
4 goblin guide
3 figure of destiny
4 hellspark elemental
4 hell's thunder
3 ball lightning
4 bloodbraid elf
4 lightning bolt
4 flame javelin
4 burst lightning
2 volcanic fallout
I was thinking of adding anathmancer, but it doesn't go as well with BBE and volcanic fallout as ball lightning. The only thing I really don't like is this deck's lack of two drops. I suppose I could searing blaze (most decks run it), but the problem is it is such a lackluster cascade and topdeck. You basically have to play 4 to make it worth it, and I don't think it is worth it. I've also seen arc trail in some lists too, but I don't really like that either, and I think volcanic fallout will be my sweeper of choice while fairies is #1. That being said I can't really think of any other good two drops for this deck. However, I also did not play during the lorwyn block so I'm not sure what good two drops are in that block, so if you guys could suggest some good two-drops (preferably creatures!) to fill out my awkward curve, that would be great! (=
http://forums.mtgsalvation.com/showthread.php?p=9733836#post9733836
Hi skip430,
First, where are the Raging Ravines? I think the 4th Figure of Destiny is a must-have as well.
Off the top of my head:
Kargan Dragonlord
Ember Hauler
Stigma Lasher
Vexing Shusher
Tunnel Ignus (yeah, I'm stretching)
Red is pretty directed it's either an All-In Red blitz style or a slightly more conservative with some higher costing creatures as finishers like Molten-Tail Masticore and Demigod of Revenge. Siege-Gang Commander was great in Boat and Red when he was in Standard, but now everything is running Volcanic fallout or some sweeper, his lack of 'Haste' ability is noticeable especially in a deck that typically runs 22-24 lands and no acceleration.
I liked Demigod Red when it was around and I think if you're looking for a mid-late game finisher Demigod of Revenge is the best option.
I personally dislike Figure of Destiny and Kargan Dragonlord because I find Levelers slow. Figure of Destiny is definitely the better of the two since you can play it and use it's abilities flexibly whereas Kargan Dragonlord is a tap out investment. I decided to try and run something similar to Demigod Red.
During testing and a local extended tournament I went 3-0-1 with the list facing Faeries, 4CC, and Naya, the last match we split into prizes but it would have been against Jund which the core build was just too fast for it to deal with.
4x Koth of the Hammer
Creatures (23):
4x Demigod of Revenge
4x Molten-Tail Masticore
4x Hell's Thunder
4x Hellspark Elemental
4x Goblin Guide
3x Figure of Destiny
4x Flame Javelin
4x Lightning Bolt
Lands (25):
4x Teetering peaks
21x Mountain
4x Boggart Ram-Rang
4x Volcanic Fallout
4x Guttural Response
3x Leyline of Punishment
It wasn't a spectacularly unique looking list, but it was fairly effective overall. Main Board Koth lead to some pretty explosive plays involving a Demigod of Revenge. I really liked the interaction the Demigods and unearth creatures had with Molten-Tail Masticore, at times I used them as bodies and others I simply unearthed them, but all were discard fodder I felt that I didn't actually abandon my hand for. I ended up avoiding fetch lands because the deck really needs to curve out, and for the so called "thinning" effect a suite of 8 could have provided I settled against it. Worked out as I never had issues hitting my mana when I needed it especially with 12 4cmc+ drops.
11 Mountain
4 Arid Mesa
4 Scalding Tarn
4 Teetering Peaks
Creatures
4 Goblin Guide
4 Hellspark Elemental
4 Figure of Destiny
4 Plated Geopede
3 Boggart Ram-gang
4 Lightning Bolt
4 Flame Javelin
4 Searing Blaze
3 Burst Lightning
2 Arc Trail
Super-Secret 1 of Tech
1 Koth of the Hammer
3 Smash to Smithereens
4 Volcanic Fallout
1 Koth of the Hammer
3 Leyline of Punishment
3 Guttural Response
1 Mark of Mutiny
I really like the Arc Trails being in the MD...I wanted to go with 3 but thought against it, since it's a sorcery and it's not used against EVERY deck. BUT, It should be good against a lot of the field, including: Other RDW, Elves, G/W Trap, Naya, Faeries, Kithkin (lol).
I'm a sucker for one ofs...especially something like Koth...although I wish I had room for another MoM in the SB for potential Doran and Wurmcoil in faeries.
Modern SkRed
Current Decks:
Pauper: UUDelver BlueUU
just a wacky idea i got while thinking of old school finishers like cursed scroll.
That would be fun to copy and have a Ball Lightning every turn lol, or if they can't block flyers, the hells thunder. Sounds good to me, I definitely want to try it out.
Modern SkRed
Current Decks:
Pauper: UUDelver BlueUU
This is definitely worth testing, but I have a feeling that a 3-mana artifact with no immediate effect on the game (and by extension, your opponent's life total) is a niche card at best and probably not good enough.
Good luck though
Standard: GWRU 4C Collected Company
Modern: GUWRB Bloom Titan
Legacy: BUG SHARDLESS BUG
EDH :
GR BORBORYGMOS ENRAGED
GU PRIME SPEAKER ZEGENA
UWR ZEDRUU THE GREATHEARTED
UBR MISHRA ARTIFICER PRODIGY
B SHEOLDRED WHISPERING ONE
R ASHLING THE PILGRIM
I feel like we're going to have to hope we keep dodging them to gain wins
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
4 Figure of Destiny
4 Goblin Guide
4 Hellspark Elemental
4 Ball Lightning
4 Hell's Thunder
Spells
4 Lightning Bolt
4 Flame Javelin
4 Burst Lightning
4 Searing Blaze
4 Arid Mesa
4 Scalding Tarn
4 Teetering Peaks
12 Mountain
4 Volcanic Fallout
3 Leyline of Punishment
3 Goblin Ruinblaster
2 Manabarbs
2 Arc Trail
1 Mark of Mutiny
http://forums.mtgsalvation.com/showthread.php?p=6236256#post6236256
Im also not sold on searing blaze over either Arc Trail or Volcanic Fallout which are the two more common options there, although it is nice hitting for 3 on creatures instead of 2, so again more of a meta call depending on what creatures you are facing most often.
NYC DARK KNIGHTS
cred to perv 90210 for the incredible sig.
04 Arid Mesa
04 Scalding Tarn
04 Teetering Peaks
11 Mountain
Creatures 20
04 Figure of Destiny
04 Goblin Guide
04 Hellspark Elemental
04 Hell's thunder
04 Ball Lightning
04 Lightning Bolt
04 Burst Lightning
03 Volcanic Fallout
02 Searing Blaze
Sorcery 02
02 Earthquake
Planeswalkers 02
02 Koth of the Hammer
01 Earthquake
01 Volcanic Fallout
01 Koth of the Hammer
01 Mark of Mutiny
02 Searing Blaze
03 Everlasting Torment
03 Manabarbs
03 Smash to Smithereens
Two card which I feel are under looked at the moment are Earthquake which is great against mid-range and Everlasting Torment which deals with persist, fattys (BSA) and lifegain all in one hit.
IMO the main benefit for playing Leyline of Punishment over everlasting torment is its random 0 cost, though to get this to happen often you'll need to play full playset and be able to mulligan aggressively which I don't believe RDW can really do......
While I do understand that X have fell out of favour due to manaleak, I feel that the bad MU with some of the mid-range list like Naya call for it.
PLUS Koth and Earthquake tends to equal happy times, especially with redirectly the damage back on koth himself
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here