Hello! I've been trying to get Combustible Gearhulk to work for a while and came up with this list. It's a mono red deck with cheap spells to control the board and big creatures to finish out the game. Any suggestions on how to improve the deck are appreciated! (No sideborad yet, working on that)
First off, you need to decide whether you're running aggro/burn (Shock, Soul-scar Mage), or whether you want to be Big Red to turn on the Gearhulks. Next, based on experience, your numbers are a little off. 3 Gearhulk is probably better, so you are not flooding your hand. Three Reveler is probably also a little too much - having two in hand at once is something you don't want. Unfortunately, GDD also is not useful in this style of list now, as you need to go for the bigger spells. It does work, and I used to play 3 before switching them to Glorybringers.
I'd been running a similar list since fairly early on in Kaladesh, and it was pretty successful (think I was 65-70% win rate or so in paper play before Amonkhet, then probably something similar before HOU). I haven't played it since release yet, but here's my list, and what I changed, just in case you want to go back on any of the changes:
- I now run the full 12 desert package, taking out a playset of Aether Hub (used to get energy for Harnessed Lightning), a second Mirrorpool and two Drownyard Temple.
- Switched 3 Sin Prodder for 3 Wildfire Eternal. Not sure how this one will work, but potential to cast sorcery speed spells during combat...
- Switched 1 Sweltering Suns and 1 Chandra, Flamecaller for two Hour of Devastation mainboard. Go big or go home!
- Originally 4 Harnessed Lightning, now 4 Abrade.
- I did have 2 Insult // Injury in there, as they are great to reveal off Gearhulk. They are now an extra Tormenting Voice (could be a fourth Fiery Temper instead) and a 25th land.
- Big changes in the sideboard, obviously meta dependent.
- Bedlam Reveler, Castigator, and Flamecaller all come in for control, pulling creature only removal as preference
- Warping Wail is an experiment, coming in for chump blockers, accelerating bigger stuff, and also for countering Traverse, any Hour spell, and most of the board wipes
- Harsh Mentor for any vehicle decks
- Puncturing Blow for Zombie/eternalise decks
- Chandra's Defeat is a local meta call, but good against UR control that are running Chandra TOD
Do you feel the deck could function without Chandra? Triple Chandras, regardless of Hours and Glorybringers, is a death sentence to any budget build. Also, how has the Wildfire Eternal performed for you?
I use Chandra as a way to accelerate through the deck with incidental damage points. You could maybe swap them for Sin Prodders. As for the Eternals, I wasn't impressed. I'm trying out Matter Reshapers in that slot instead. Not sure what your budget is, but Glorybringers are down at $4 on TCG player, so aren't that much of a stretch...
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I'd been running a similar list since fairly early on in Kaladesh, and it was pretty successful (think I was 65-70% win rate or so in paper play before Amonkhet, then probably something similar before HOU). I haven't played it since release yet, but here's my list, and what I changed, just in case you want to go back on any of the changes:
- I now run the full 12 desert package, taking out a playset of Aether Hub (used to get energy for Harnessed Lightning), a second Mirrorpool and two Drownyard Temple.
- Switched 3 Sin Prodder for 3 Wildfire Eternal. Not sure how this one will work, but potential to cast sorcery speed spells during combat...
- Switched 1 Sweltering Suns and 1 Chandra, Flamecaller for two Hour of Devastation mainboard. Go big or go home!
- Originally 4 Harnessed Lightning, now 4 Abrade.
- I did have 2 Insult // Injury in there, as they are great to reveal off Gearhulk. They are now an extra Tormenting Voice (could be a fourth Fiery Temper instead) and a 25th land.
- Big changes in the sideboard, obviously meta dependent.
- Bedlam Reveler, Castigator, and Flamecaller all come in for control, pulling creature only removal as preference
- Warping Wail is an experiment, coming in for chump blockers, accelerating bigger stuff, and also for countering Traverse, any Hour spell, and most of the board wipes
- Harsh Mentor for any vehicle decks
- Puncturing Blow for Zombie/eternalise decks
- Chandra's Defeat is a local meta call, but good against UR control that are running Chandra TOD
1 Mirrorpool
4 Sunscorched Desert
4 Desert of the Fervent
4 Ramunap Ruins
12 Mountain
Creatures (9)
3 Combustible Gearhulk
3 Glory Bringer
3 Wildfire Eternal
3 Chandra, Torch of Defiance
Spells (23)
2 Flame Lash
2 Incendiary Flow
2 Hour of Devastation
3 Fiery Temper
3 Lightning Axe
3 Magma Spray
4 Tormenting Voice
4 Abrade
1 Chandra, Flamecaller
2 Warping Wail
2 Harsh Mentor
2 Bedlam Reveler
2 Puncturing Blow
2 Chandra's Defeat
3 Goldnight Castigator
1 Hour of Devastation
I use Chandra as a way to accelerate through the deck with incidental damage points. You could maybe swap them for Sin Prodders. As for the Eternals, I wasn't impressed. I'm trying out Matter Reshapers in that slot instead. Not sure what your budget is, but Glorybringers are down at $4 on TCG player, so aren't that much of a stretch...