People hate a lot on RW, but I have had great success with Razia. Her haste really catches people off guard. Usually even if they have point removal, I'm able to cast her and swing again the very next turn.
I've never been disappointed drawing World at War, Waves of Aggression, Seize the Day. Seize the Day only untaps one creature but 5 of my creatures have vigilance which is nice. Hallowed Burial is my favorite mass removal in this format.
I love the efficiency of Shattering Spree, it can be such a blowout to certain decks.
Instants:
Condemn, Swords to Plowshares and Path to Exile have taught me how important spot removal is. Hold on to these until a creature is aimed at you and you'll go far. Psychotic Fury may seem like it has limited applications, but the only creature I ever even want to use it on is Razia. I like the cantrip. Smash is pretty cool to search up with Sunforger, it's pure card advantage with the cantrip. Final Fortune has won me many games. I originally had it in just for the lulz, but it has definitely served me well.
Equipment:
Tenza, Godo's Maul used to be Loxodon Warhammer. I've decided I prefer the lower Equip cost and the lifelink isn't really something I'm concerned with. As with Psychotic Fury, this will almost always be put on Razia. Sword of Feast and Famine is obviously insane, but I love it in hear to pay for my Relentless Assault cards. Sword of Fire and Ice and Sword of Light and Shadow are here obviously for whatever CA I can get out of them, and to make Razia's job easier. Skullclamp is here to combo with Squee, Goblin Nabob. Sunforger and Umezawa's Jitte require no explanation. Sigil of Distinction is pretty insane. Drop it with a 5-7 counters, and play Razia the next turn and Equip. I love it because it provides a huge boost and is free (requiring no mana) to Equip. Which is important because Razia isn't cheap.
Lands:
Secluded Steppe and Forgotten Cave are important in a deck like this to avoid dead draws as much as possible. Fun fact, you can search for these with Weathered Wayfarer if you want to draw some cards. Tectonic Edge is reserved to get rid of those pesky Maze of Iths. I should probably add a Wasteland too when I get one.
All those swords are nice, but I'm curious - do you mostly tutor up Sunforger early game? If so, perhaps more toolbox instants might be appropriate. Your sorcery list has Shattering Spree which is an untutorable spot removal spell. I prefer Orim's Thunder because I can go get it and it hits enchantments as well. Perhaps Into the Core too.
The other spot I would consider changing out would be Hallowed Burial. Green and Black can just tutor creatures back too easily, so this seems to hurt you more than them. I know it's nice to have a sweeper, but your deck is so aggro it kinda seems unecessary. Personally, I'd give that spot to a fork effect like Wild Ricochet, especially is someone in your playgroup is playing extra turns. It's always nice to fork someone's tutor too.
Or you could go the control route. Oblation tucks generals Master Warcraft is all sorts of fun Lapse of Certainty counters spells which makes the entire table do a double take when you play it.
The BIG Sunforger combo you are missing is Tithe into Mistveil Plains.
If you get this online, you don't have to dedicate so many spot to removals on your instant list. It allows you to trim down redundancy and incorporate more versatility..
Thanks for the suggestions!
I've been trying to find a way to work in Orim's Thunder. But I think when I don't have Sunforger then Shattering Spree is better. If I do tutor up Sunforger first, it is usually baiting, so that opponents will use their artifact hate on that rather than Jitte or Sword of Feast and Famine. Since the main goal of the deck is to beat face with Razia, and not run shenanigans I don't really have a full Sunforger toolbox.
I don't use Enlightened Tutor (or Gamble) because it's card DISadvantage.
Finally, I really like Hallowed Burial for the fact that it tucks Commanders.
Oblation and Into The Core probably deserve spots in this deck. I've been running Into The Core in my Niv-Mizzet and I've liked the results.
Ah very good. Yeah, this didn't strike me as a toolbox build really, but I thought I'd list some possibilities. Sounds like you got it goin on with the beatdown though, so why bother meddling around. Sunforger sounds like it does make for good bait in this build - until your playgroup starts holding back artifact hate to crush your swords lol.
I had overlooked that Hallowed Burial tucks generals. Nice!
Hoarding Dragon more often than not would not go to the graveyard. And even when it did go to the graveyard I sometimes no longer wanted the artifact tutored for. Knight of the White Orchid was too situational.
There's almost always at least one good equipment in my graveyard, so Auriok Survivors should be an all-star. I just wanna see if Vulshok Battlemaster is as lulzy as it seems. Puresteel Paladin is kinda situational but I had a situation the other day where it would've been insane... with 4 pieces of equipment on the board that I kept having to spend all my mana to move around. Also, he should make re-equipping Sunforger more affordable.
I'm thinking about squeezing in a Dawn Charm, to tutor up with Sunforger.
Vulshok Battlemaster failed its audition miserably. Puresteel Paladin was a great success in its audition. Being instant speed land removal, Chaos Warp is the answer to all my prayers. Tutor for it with Sunforger to get rid of Maze of Ith. Played a couple games so far and Champion's Helm lives up to it name.
1 Razia, Boros Archangel
Creatures: 21
1 Akroma, Angel of Wrath
1 Akroma, Angel of Fury
1 Inferno Titan
1 Firemane Angel
1 Sun Titan
1 Twilight Shepherd
1 Adarkar Valkyrie
1 Godo, Bandit Warlord
1 Hellkite Charger
1 Stonehewer Giant
1 Auriok Survivors
1 Karmic Guide
1 Flametongue Kavu
1 Kor Cartographer
1 Kiki-Jiki, Mirror Breaker
1 Solemn Simulacrum
1 Squee, Goblin Nabob
1 Duergar Hedge-Mage
1 Puresteel Paladin
1 Stoneforge Mystic
1 Weathered Wayfarer
Planeswalker: 1
1 Elspeth, Knight-Errant
Enchantments: 4
1 True Conviction
1 Marshal's Anthem
1 Gratuitous Violence
1 Land Tax
Sorceries: 8
1 World At War
1 Seize the Day
1 Waves of Aggression
1 Hallowed Burial
1 Austere Command
1 Insurrection
1 Shattering Spree
1 Wheel of Fortune
1 Swords to Plowshares
1 Savage Beating
1 Final Fortune
1 Smash
1 Psychotic Fury
1 Chaos Warp
1 Return to Dust
1 Path to Exile
Equipment: 10
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Sword of Fire and Ice
1 Skullclamp
1 Umezawa's Jitte
1 Sigil of Distinction
1 Tenza, Godo's Maul
1 Sunforger
1 Champion's Helm
1 Inquisitor's Flail
Artifacts: 12
1 Mana Crypt
1 Thran Dynamo
1 Mind Stone
1 Dreamstone Hedron
1 Everflowing Chalice
1 Sol Ring
1 Gilded Lotus
1 Darksteel Ingot
1 Mana Vault
1 Seer's Sundial
1 Mind's Eye
1 Boros Signet
1 Plateau
1 Sacred Foundry
1 Arid Mesa
1 Battlefield Forge
1 Clifftop Retreat
1 Rugged Prairie
1 Ancient Amphitheater
1 Forgotten Cave
1 Secluded Steppe
1 Shinka, the Bloodsoaked Keep
1 Eiganjo Castle
1 Mistveil Plains
1 Spinerock Knoll
1 Flagstones of Trokair
1 Tectonic Edge
1 Sunhome, Fortress of the Legion
1 Temple of the False God
1 Kher Keep
1 Buried Ruin
1 Command Tower
7 Plains
8 Mountain
People hate a lot on RW, but I have had great success with Razia. Her haste really catches people off guard. Usually even if they have point removal, I'm able to cast her and swing again the very next turn.
The deck obviously uses a lot of Relentless Assault effects (Hellkite Charger, Godo, Bandit Warlord, Savage Beating, Waves of Aggression, Seize the Day, World at War) along with a few cards that grant double strike (Savage Beating, Psychotic Fury, Sunhome Fortress of the Legion, True Conviction) and Equipment. Usually Razia can one shot people, and on occasion she's taken out multiple players in one turn. Think Savage Beating with Gratuitous Violence in play, that's 24 general damage each aimed at 2 players.
Creatures:
Land Tutor/Ramp: Weathered Wayfarer, Kor Cartographer, Solemn Simulacrum
Card Draw: Squee, Goblin Nabob (combos with Skullclamp)
Artifact/Equipment Tutor: Stoneforge Mystic, Stonehewer Giant, Godo, Bandit Warlord
Recursion: Karmic Guide, Adarkar Valkyrie, Twilight Shepherd, Sun Titan, Firemane Angel
Removal: Duergar Hedge-Mage, Flametongue Kavu, Inferno Titan
Just Plain Good: Hellkite Charger (combos with Sword of Feast and Famine for infinite attacks), Akroma, Angel of Wrath, Akroma Angel of Fury, Kiki-Jiki, Mirror Breaker (obviously insane with so man ETB effects)
Elspeth, Knight-Errant: I like it because it's an early play, and can give me a presence on the board with soldier tokens, or she can be used to pump Razia.
Enchantments:
I don't think these require much explanation.
Gratuitous Violence and True Conviction are obviously insane.
Sorceries:
I've never been disappointed drawing World at War, Waves of Aggression, Seize the Day. Seize the Day only untaps one creature but 5 of my creatures have vigilance which is nice.
Hallowed Burial is my favorite mass removal in this format.
I love the efficiency of Shattering Spree, it can be such a blowout to certain decks.
Instants:
Condemn, Swords to Plowshares and Path to Exile have taught me how important spot removal is. Hold on to these until a creature is aimed at you and you'll go far.
Psychotic Fury may seem like it has limited applications, but the only creature I ever even want to use it on is Razia. I like the cantrip.
Smash is pretty cool to search up with Sunforger, it's pure card advantage with the cantrip.
Final Fortune has won me many games. I originally had it in just for the lulz, but it has definitely served me well.
Equipment:
Tenza, Godo's Maul used to be Loxodon Warhammer. I've decided I prefer the lower Equip cost and the lifelink isn't really something I'm concerned with. As with Psychotic Fury, this will almost always be put on Razia.
Sword of Feast and Famine is obviously insane, but I love it in hear to pay for my Relentless Assault cards.
Sword of Fire and Ice and Sword of Light and Shadow are here obviously for whatever CA I can get out of them, and to make Razia's job easier.
Skullclamp is here to combo with Squee, Goblin Nabob.
Sunforger and Umezawa's Jitte require no explanation.
Sigil of Distinction is pretty insane. Drop it with a 5-7 counters, and play Razia the next turn and Equip. I love it because it provides a huge boost and is free (requiring no mana) to Equip. Which is important because Razia isn't cheap.
Lands:
Secluded Steppe and Forgotten Cave are important in a deck like this to avoid dead draws as much as possible. Fun fact, you can search for these with Weathered Wayfarer if you want to draw some cards.
Tectonic Edge is reserved to get rid of those pesky Maze of Iths. I should probably add a Wasteland too when I get one.
URNiv-Mizzet, Burn
UW Geist, Pillow Fort
WBGGhave, Tokens
BR Olivia, Tribal
Where's Enlightened Tutor?
All those swords are nice, but I'm curious - do you mostly tutor up Sunforger early game? If so, perhaps more toolbox instants might be appropriate. Your sorcery list has Shattering Spree which is an untutorable spot removal spell. I prefer Orim's Thunder because I can go get it and it hits enchantments as well. Perhaps Into the Core too.
The other spot I would consider changing out would be Hallowed Burial. Green and Black can just tutor creatures back too easily, so this seems to hurt you more than them. I know it's nice to have a sweeper, but your deck is so aggro it kinda seems unecessary. Personally, I'd give that spot to a fork effect like Wild Ricochet, especially is someone in your playgroup is playing extra turns. It's always nice to fork someone's tutor too.
Or you could go the control route.
Oblation tucks generals
Master Warcraft is all sorts of fun
Lapse of Certainty counters spells which makes the entire table do a double take when you play it.
The BIG Sunforger combo you are missing is Tithe into Mistveil Plains.
If you get this online, you don't have to dedicate so many spot to removals on your instant list. It allows you to trim down redundancy and incorporate more versatility..
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
I've been trying to find a way to work in Orim's Thunder. But I think when I don't have Sunforger then Shattering Spree is better. If I do tutor up Sunforger first, it is usually baiting, so that opponents will use their artifact hate on that rather than Jitte or Sword of Feast and Famine. Since the main goal of the deck is to beat face with Razia, and not run shenanigans I don't really have a full Sunforger toolbox.
I don't use Enlightened Tutor (or Gamble) because it's card DISadvantage.
Finally, I really like Hallowed Burial for the fact that it tucks Commanders.
Oblation and Into The Core probably deserve spots in this deck. I've been running Into The Core in my Niv-Mizzet and I've liked the results.
URNiv-Mizzet, Burn
UW Geist, Pillow Fort
WBGGhave, Tokens
BR Olivia, Tribal
I had overlooked that Hallowed Burial tucks generals. Nice!
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
Out:
Glory of Warfare
Knight of the White Orchid
Hoarding Dragon
Plains
In:
Puresteel Paladin
Vulshok Battlemaster
Auriok Survivors
Boros Signet
Hoarding Dragon more often than not would not go to the graveyard. And even when it did go to the graveyard I sometimes no longer wanted the artifact tutored for. Knight of the White Orchid was too situational.
There's almost always at least one good equipment in my graveyard, so Auriok Survivors should be an all-star. I just wanna see if Vulshok Battlemaster is as lulzy as it seems. Puresteel Paladin is kinda situational but I had a situation the other day where it would've been insane... with 4 pieces of equipment on the board that I kept having to spend all my mana to move around. Also, he should make re-equipping Sunforger more affordable.
I'm thinking about squeezing in a Dawn Charm, to tutor up with Sunforger.
URNiv-Mizzet, Burn
UW Geist, Pillow Fort
WBGGhave, Tokens
BR Olivia, Tribal
Out:
Plains
Vulshok Battlemaster
Condemn
In:
Command Tower
Champion's Helm
Chaos Warp
Vulshok Battlemaster failed its audition miserably. Puresteel Paladin was a great success in its audition. Being instant speed land removal, Chaos Warp is the answer to all my prayers. Tutor for it with Sunforger to get rid of Maze of Ith. Played a couple games so far and Champion's Helm lives up to it name.
URNiv-Mizzet, Burn
UW Geist, Pillow Fort
WBGGhave, Tokens
BR Olivia, Tribal
Sure thing!
Out:
Brightflame
2 Mountain
3 Plains
In:
Mana Crypt - Razia is mana hungry
Clifftop Retreat - easy upgrade when Innistrad came out
Mistveil Plains - shoulda done this earlier
Kher Keep - nice skullclamp fodder
Buried Ruin - get back key pieces of equipment
Inquisitor's Flail - fits perfectly with the themes of the deck
URNiv-Mizzet, Burn
UW Geist, Pillow Fort
WBGGhave, Tokens
BR Olivia, Tribal