What's you guys' opinions on Reverberate and Vexing Shusher? Reverb is basically an extra bolt in most situations, but can also be used to copy other spells of interest (including opponent's spells). Shusher would be a sideboard card to put in against counterspell decks, basically letting you pay 1 to negate any counterspell.
And I assume Thunderous Wrath isn't suggested is because not getting it as a miracle is a dead draw, while relying on a miracle draw is too chancey?
I'm trying to keep my deck mono-red while not spending money on the $20 fetch lands. Got 8th place in a Modern tourney with a bunch of crappy substitutions I had to make due to some of the cards I ordered getting delayed. I figure if I can tweak it a bit (and put the cards I wanted to have in there, like two more Goblin Guides and some Keldon Marauders), I can maybe win something here. I want to try and keep it more burn-focused than creature-focused though (say, 12-14 creatures and the rest burn spells).
Vexing Susher is playable, if your meta is so full of counterspells you can put it in the side.
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
Vexing Susher is playable, if your meta is so full of counterspells you can put it in the side.
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
I like the Boros build since it allows access to Path to Exile and Lightning Helix. Out of my concern for spending 2 million dollars on 12 fetchlands, I decided to go the route of a RDW with white:
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
I like the Boros build since it allows access to Path to Exile and Lightning Helix. Out of my concern for spending 2 million dollars on 12 fetchlands, I decided to go the route of a RDW with white:
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
I am thinking Spark Elemental needs replacement, but not sure with what. Also how is my land base?
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
Hi, this is my first post and my first deck. My goal is to be able to be competitive in the MTGO daily events or the MTGO 8 man tournies.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
have you considered deathrite shaman? instead of grim lava?
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)
have you considered deathrite shaman? instead of grim lava?
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)
On MTGO over the last few days there's been a sudden big push towards the GW aura-based decks. They seem very flash-in-the-pan...I saw my first one a few days ago playing Karn Tron and Oblivion Stone just destroyed it...but they've posted some very good results recently (2 4-0's in Tuesday's DE, 4th and 7th in Monday's PTQ) and are pretty inexpensive to build, so they're going to be FotM for a little while. Since they live off hexproof creatures and very often run 4 Leyline of Sanctity in the SB, they're a big problem for RDW decks.
The only good answer I could come up with was running Ensnaring Bridge to keep their aura-buffed creatures at bay and then Deathrite Shaman to get some non-targetted reach (the normal method of throwing creatures at a Leyline'd opponent doesn't work when they have an army of creatures that are much bigger than yours and probably have lifelink). It's not like the Shaman is a bad card anyway, and it's not like we don't already have a lot of removal options without Grim Lavamancer being available. This might not be a horrible time to run Shaman over Lavamancer, at least in the online meta.
It was pretty gratifying to think about this and then see smh run the following deck in a daily yesterday and go 4-0:
And I assume Thunderous Wrath isn't suggested is because not getting it as a miracle is a dead draw, while relying on a miracle draw is too chancey?
I'm trying to keep my deck mono-red while not spending money on the $20 fetch lands. Got 8th place in a Modern tourney with a bunch of crappy substitutions I had to make due to some of the cards I ordered getting delayed. I figure if I can tweak it a bit (and put the cards I wanted to have in there, like two more Goblin Guides and some Keldon Marauders), I can maybe win something here. I want to try and keep it more burn-focused than creature-focused though (say, 12-14 creatures and the rest burn spells).
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
But Reverberate is just bad, there are reasons that it is not played in any competitive deck. This card will never be even as good as any bolt in the deck, as it will always cost 2 mana, and it is a really bad topdeck, without a burn spell in your hand it does nothing.
It will only give you value if you copy a spell with cost of 3 or more, and to do that, you would need 5 lands at least, wich should never really happen.
And keeping up mana to (eventually) copy an opponents spell just keeps you from playing burn. I also can't come up with any commonly played spell wich a burn deck would want to copy, except for opponents burn spells.
And to fit Reverberate into the deck, you would have to cut another card, wich means lowering your count of burn or creatures, to be able to play a do-nothing.
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
Hmmm... i run a similar list... as Burn lol... but it runs well and has won me a few small tourneys. (i put it down regularly and play merfolk so they forget it exists lol)
I run keldon marauders in your sparky spot and i run 3 Blazes main and 1SB since its an aggro party killer but its awkward if u face something like storm and have a handful of blazes.
Paths i run in the SB... and i can see RDW running them main... but your list has no midrange ability at all. you'd need to bump up your critter count so you have some sort of board presence and pte then supports your creatures. RDW uses its burn/removal to get thru early beats then finishes its prey off with the leftover burn to the face/beats.
Land wise u need Scalding Tarn to be sure u can get to your shock lands... or the other RW dual... clifftop retreat to minimize your land shockage.
More recently i splahed with Blood crypt for Bump in the Night but im experimenting with a RBW so i can have bump and Helix main and a white an black SB lol... Greedy i know... but if it works maybe itll be the jund of burn lmao
4 Goblin Guide
3 Grim Lavamancer
2 Stonewright
4 Ash Zealot
4 Keldon Marauders
4 Hellspark Elemental
Spells:
4 Lightning Bolt
4 Magma Jet
4 Rift Bolt
4 Lightning Helix
3 Path to Exile
4 Sacred Foundry
1 Ghithu Encampment
2 Slayers' Stronghold
15 Mountain
3 Shattering Spree
2 Celestial Purge
3 Torpor Orb
7 (undecided)
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
4 Goblin Guide
3 Grim Lavamancer
2 Stonewright
4 Ash Zealot
4 Keldon Marauders
4 Hellspark Elemental
Spells:
4 Lightning Bolt
4 Magma Jet
4 Rift Bolt
4 Lightning Helix
3 Path to Exile
4 Sacred Foundry
1 Ghithu Encampment
2 Slayers' Stronghold
15 Mountain
3 Shattering Spree
2 Celestial Purge
3 Torpor Orb
7 (undecided)
The stonewright's were just kind of an idea I had concerning pumping up Ash Zealot's first strike or normally bad creatures that may be outclassed quickly by Jund and similar decks. He's good in type 2 and I wanted to see if there were promise in Modern. Of course, it's mere speculation at this point.
I don't understand what the obsession with Vexing Devil is. Every deck I play with him gets me low, sure, but I'm allowed to make a decision and generally make the right one. He's dead early on since you won't drop him turn 1 because you'd rather play Goblin Guide, and as a top deck it's the worst hit to you. Maybe I'm just underrating it him, but I don't know.
If Stonewright doesn't work out I will probably replace him with Hell's Thunder.
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
Yeah, I'd also rather play Goblin Guide on Turn 1, but Vexing Devil is still surprisingly likely to dome the opponent for 4 (and die) on Turn 2. Burn/RDW isn't a deck that depends on its creatures to win (unlike Zoo), so it's pretty willing to have its creatures die by design in order to win by Turn 4.
I tend to play against myself on Cockatrice, and I always make the right decision (take 4 if I don't anticipate blocking/removing/ignoring (and winning despite) him by next turn, leave him there otherwise) in those simulated games. RDW won pretty often in the games where Vexing Devil dealt 4 damage somehow (either by dying by design or by eventually pushing damage through if he lived). I'll take 4 damage for 1 mana in this format and with a relatively weak supporting crew (I'll give for Flame Rift).
Multiple Vexing Devils are also just brutal. How much damage and/or how many opposing 1-cmc 4/3's can your opponent really afford to take, especially by Turn 3?
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
:symb::symr::symg: Living End
Delver
RDW
I just took it apart to build a few other decks (Martyr-Proc and Soul Sisters because I'm an awful person), but my RW version played a set of Vexing Devils and a set of Proclamation of Rebirth. I'd just pump Devils out as I drew them, anticipated the opponent taking 4 (because if they didn't I'd be in good shape anyhow, either they'd be taking 4 a turn, trade with it, or waste removal), then recur them midgame when I had board presence (Goblin Guides/Figures, Ranger of Eos, etc). Won me quite a few games.
:symb::symr::symg: Living End
Delver
RDW
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
4 Teetering Peaks is really good with Spark Elemental. It's a land that's also like an extra Shock. You would think the comes into play tapped would slow your tempo but in my testing it hasn't affected it much. Just changes the order in which you empty your hand. And I like Spark Elemental now because it's anti Leyline of Sanctity material.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
4 Blackcleave Cliffs
4 Blood Crypt
4 Bump in the Night
3 Flames of the Blood Hand
4 Goblin Guides
3 Grim Lavamancer
4 Hellspark Elemental
4 Keldon Maruders
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
1 Shard Volley
1 Sudden Shock
4 Vexing Devil
11 Mountains
3 Duress
1 Grim Lavamancer
3 Rakdos Charm
4 Searing Blaze
2 Sudden Shock
1 Thoughtseize
Any advice thoughts or feedback will be very much appreciated.
I have played 55 games in the practice room with a 52.73% win rate. I win Round 1 58% Round 2 50% and Round 3 43%. I dont know if that means anything to anyone else but I thought keeping track would help me.
4 Blackcleave Cliffs
4 Blood Crypt
4 Bump in the Night
3 Flames of the Blood Hand
4 Goblin Guides
3 Grim Lavamancer
4 Hellspark Elemental
4 Keldon Maruders
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
1 Shard Volley
1 Sudden Shock
4 Vexing Devil
11 Mountains
3 Duress
1 Grim Lavamancer
3 Rakdos Charm
4 Searing Blaze
2 Sudden Shock
1 Thoughtseize
Any advice thoughts or feedback will be very much appreciated.
have you considered deathrite shaman? instead of grim lava?
have you considered deathrite shaman? instead of grim lava?
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)
I wouldnt advice it. Grim stays in the main color easier, and hits creatures as needed. giving us a bit of needed creature hate for those creatures that must die (ironicly... shaman?)
Ive seen people use him as a 5th grim, which is alright if you needed 5th repeat burn for inconstantacy. I personally perfer 3 grim, or 4 grim 1 shaman. 3 grim when its not nessarry for the deck (read: not needing to combat must deal with creatures in the meta) or the "5" grim when it is, or you are more creature heavy (thus needing the back up)
The only good answer I could come up with was running Ensnaring Bridge to keep their aura-buffed creatures at bay and then Deathrite Shaman to get some non-targetted reach (the normal method of throwing creatures at a Leyline'd opponent doesn't work when they have an army of creatures that are much bigger than yours and probably have lifelink). It's not like the Shaman is a bad card anyway, and it's not like we don't already have a lot of removal options without Grim Lavamancer being available. This might not be a horrible time to run Shaman over Lavamancer, at least in the online meta.
It was pretty gratifying to think about this and then see smh run the following deck in a daily yesterday and go 4-0:
4 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
5 Mountain
4 Scalding Tarn
1 Stomping Ground
Creatures (15)
3 Anathemancer
4 Deathrite Shaman
4 Goblin Guide
4 Vexing Devil
4 Bump in the Night
4 Lava Spike
4 Lightning Bolt
1 Magma Jet
2 Rakdos Charm
4 Rift Bolt
4 Searing Blaze
2 Shard Volley
3 Ensnaring Bridge
3 Huntmaster of the Fells
2 Mark of Mutiny
3 Molten Rain
2 Rakdos Charm
2 Sudden Shock
Also, I really do like Magma Jet over Flames of the Blood Hand, which seems to be the normal go-to in that slot lately.
Might be worth thinking about, at least for the next couple weeks.
GBW Melira Pod WBG
BW Tokens WB