I think tuktuk is teckteck for the mirror (go ahead and groan), but I don't like him vs jace. Plus a 4 of sems excessive and prone to bad draws.
Lodestone golem is pretty sweet SB tech. Part of the reason I love the black splash is Deathmark and vendetta out of the board, always something to consider. Smoldering spires should be a 4 of before you consider Teetering Peaks. Hells thunder can evade the dude, and Mark of mutiny can grab their best other guy to create a unfavorable block (or just win).
The equipment you mentioned are just too slow; our game plan involves fast early damage while they are defenseless and then burn when they attempt to stabalize the board. If they haven't taken much damage, an unblockable geopede isn't that scary.
Lodestone Golem? Im not seeing how it helps...mono red isnt exactlly my colour so i have no idea ...wait is it simply because of the colourless :| man that seems extream, only one person plays RDW at our local and im yet to vrs him forgive my ignorance
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Given up magic because a)its a waste of money b)it sucks the joy out of life c)im doing more interesting things than tapping pieces of plastic that have no intrinsic value.
I encourage you to do the same. Instead of FNM try Friday Night Something Spontaneous. Instead of thousands of hours and dollars on plastic imagine it with a significant other or friends sharing something meaningful. I randomly typed a new password, so bon voyage itches i encourage you to follow suit! Cheers
Lodestone Golem? Im not seeing how it helps...mono red isnt exactlly my colour so i have no idea ...wait is it simply because of the colourless :| man that seems extream, only one person plays RDW at our local and im yet to vrs him forgive my ignorance
He can block/attack through Kor Firewalkers all day on top of being an headache for control (he gets past purge and flash freeze, makes all the spell cost more while eatting WoO for breakfast)
Lodestone Golem is an auto 04x if your playing mono-red IMHO (heck he is almost good enough to maindeck....) but yeah if the golem/tuktuk/footing isn't cutting it for you splashing either white or black should solve your problem.
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You should have enough speed to win game 1 pretty easily, in game 2 or 3 you will have a harder time. Either way it is a race, put them down to 0 before they can cast their first open the vaults and stabilise.
It's viable isn't it? Instead of Pede, go Fiend with 4 Smoldering Spires/Teetering Peaks?
Perhaps Evolving Wilds/Terramorphic Expanse? . There's a shortage of fetchlands in my area and I don't have time to get them online sadly.
Paranoid the RDW I'm planning on running is going to get it's face smashed in because I'm lacking 6 Fetchlands (I have 2, for what that's wroth).
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Jace 2.0. The face of Standard. Jace 2.0, everywhere. Elfdrazi? Put in Jace 2.0. RDW? Only if Jace 2.0 is in it. MBC? Look! There's J20 in the fold! Majority of Decklists I come across on this board have Jace 2.0 in it. Alright. We get it. He's the messiah. Enough already. This coming from someone with a Playset of him.
Geopede is too good to not play, and you need to be running a full playset of Mesas and Tarns. The consensus has been that you can't take out pede for fiend and expect to do well. Playing both isn't a bad idea.
I wouldn't reccomend playing more than 5-6 ETB tapped lands, but if you have room for smoldering spires, it is very, very good.
The more I think about thiis guy, the more I like him. Seems like UW doesn't have a profitable way to deal with him, except Martial Coup. Obviously you still need to bring in some deathmarks and related removal, but Pro White is powerful.
Assuming they reprint Goyf, they could make it uncommon if they really wanted to. It's not like it would break limited or anything. I'm just not sure they'd want to drive its price into the ground for all of time. Shocks could be uncommon, too. It's not like dual lands are going to warp limited.
Your opponent's turn. Or you can play a land even when you don't want to Searing Blaze something so you don't miss a land drop, but blaze is still "on."
Yeah, this is really important when you're playing against a deck like bant, for example (which can cause a lot of problems for us). You drop a fetch turn 2, and you can searing blaze their lotus cobra or whatever their eot.
I've been playing this little goblin since he came out, occasionally even maindeck (my meta is quite white heavy). He's always been good to me, and I find him especially useful now with all the walls running around.
Outlander is great against control (though I think Manabarbs is about as good), but he really shines against Bant. If he's not just winning the game, often I'll swing in for a couple points, then just leave him back to block a Warmonk if I don't have removal handy. Preventing your opponent from gaining 3 life a turn is pretty important, something Manabarbs just doesn't do.
This has been a pretty hot topic lately. Personally, I like spires better in the more recent lists (with summons and dragonlords, fiends, or whatever). Peaks can add some extra damage, but without trample guys (hellspark, ball lightning), this becomes less relevant. Peaks is terrible against firewalker, and your opponent still chooses the blocks with wall of omens or whatever, which is not what you want, unless you are playing against bad players. Spires, however, pushes damage through firewalkers and walls. It also helps you win through turn five baneslayers, which is such a good feeling it's unbelievable.
They both have their uses, so I run 3 of each. Peaks is a great early play, especially on turn 2 or 3 when you've got a Goblin Guide out. Spires on the other hand is a great play later on turn 4, 5, etc. when your opponent likely has some kind of creature out (that you haven't burned yet or don't want to spend the burn on) and you want to go to the face with a pumped Kiln Fiend, Geopede, or Summons/Bushwhacker combo.
So instead of choosing one over the other I just run both. 4 of each was a little too much and created occasional bad opening hands with too many CIPT lands, but 3 of each seems just right. In the few weeks I've been playing with 3 of each I've never had a problem with opening hands having too many CIPT lands or drawing too many of them either.
In short, I think the best solution is a few of each
With creatures that need help to get through(no trample) popping up nowadays, Spires seems to be the better choice. When most of the creatures had either first strike or trample, the power buff meant more. However, with things like Devastating Summons and Kiln fiend that have no FS or trample, Smoldering Spires helps you get quite a bit of damage through.
Say you have a turn 2 Kiln Fiend. Turn 3 they have a Wall of Omens and you have a land and a... let's say LB in your hand. Would you rather have that land be Teetering Peaks, and possibly be blocked, wasting your LB to remove a Wall of Omens AND wasting a swing AND a valuable EtB trigger, or would you rather it be Spires when you can push through 4 damage(7 with bolt)?
Teetering Peaks was good early on when you needed to push through early damage. IMO, ever since Wall of Omens came out, it's harder to push through damage with Peaks, and Smoldering Spires will generally be better.
That said, I run 2 Fetchlands(Not budget, I just don't run Geopedes. I just run 2 Fetches for the off chance I need to cast Searing Blaze on their turn), 2 Spires, and 25 mountains. I was thinking of upping Spires to 3, or even 4.
One could argue that Smoldering Spires represents a temporary solution to a "permanent" problem (Wall of Omens in your example), which isn't necessarily a good thing, certainly not during earlier portions of a game.
I get how dropping Smoldering Spires and forcing cards such as Baneslayer Angel, Wall of Denial, Wall of Omens, etc to allow lethal damage walk right by them is appealing, but it doesn't have too great of an impact when the damage isn't lethal (or close to it) - that enormous problem is still sitting pretty across the table, especially in the case of Baneslayer Angel or Kor Firewalker, two cards that cause nightmares.
Don't get me wrong, given that complaint, I still prefer Smoldering Spires of Teetering Peaks with the addition of the newer cards, but that "Get past vs chump" argument isn't really too strong.
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I just made an RDW deck and I ran four Peaks and three Spires. Mainly because I couldn't find the fourth Spires, though.
In general ... I agree with Broodstar. Just run all of them. Why not? Taplands are bad, but eh, it works.
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my mouth is full of winsome lies -
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
i dont see any advantage of this over RDW, it just seems way to vulnerable to missing a land drop and therefore losing its gameplan also you have NO late game plan, at least RDW has kargan
Have you checked out the thread on AiR? As it's core it's an RDW variant that has way more opportunity for Turn 3 and 4 wins. There are so many opening hands with AiR that beat a goldfish on T3 and destroy an actual player on T4. Yes it is a little more risky, but that's why it's called All In Red.
With Searing Blaze, Plated Geopede, Kiln Fiend, and Goblin Bushwacker (possibly Kargan, too) - the slot is very clogged. I wouldn't recommend both, I tried it and it is a bit awkward for the curve and both the Fiend and 'Pede are terrible late game top decks - so having 8 potential bad top decks isn't great.
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Browser ate my long post, so I will be concise: Calling Dragonlord a two drop is like calling Gatekeeper of Malakir a two drop. Technically you can do it, but it is rarely the right play.
There are already a couple topics on creatures to use, not sure why this one was created.
Lodestone golem is pretty sweet SB tech. Part of the reason I love the black splash is Deathmark and vendetta out of the board, always something to consider. Smoldering spires should be a 4 of before you consider Teetering Peaks. Hells thunder can evade the dude, and Mark of mutiny can grab their best other guy to create a unfavorable block (or just win).
The equipment you mentioned are just too slow; our game plan involves fast early damage while they are defenseless and then burn when they attempt to stabalize the board. If they haven't taken much damage, an unblockable geopede isn't that scary.
If KFW has you down, splash black and fire away.
"I'm the Best!"
Toad, Mario Kart 64
Lodestone Golem? Im not seeing how it helps...mono red isnt exactlly my colour so i have no idea ...wait is it simply because of the colourless :| man that seems extream, only one person plays RDW at our local and im yet to vrs him forgive my ignorance
I encourage you to do the same. Instead of FNM try Friday Night Something Spontaneous. Instead of thousands of hours and dollars on plastic imagine it with a significant other or friends sharing something meaningful. I randomly typed a new password, so bon voyage itches i encourage you to follow suit! Cheers
He can block/attack through Kor Firewalkers all day on top of being an headache for control (he gets past purge and flash freeze, makes all the spell cost more while eatting WoO for breakfast)
Lodestone Golem is an auto 04x if your playing mono-red IMHO (heck he is almost good enough to maindeck....) but yeah if the golem/tuktuk/footing isn't cutting it for you splashing either white or black should solve your problem.
Enjoy Standard, Modern and Music (also some Pauper, Momir, Gaming, Animations and Legacy)? Then visit my channel:Here
EDH
U Azami, Lady of Scrolls
GBGlissa, the Traitor
Modern
X Affinity
EDH
BUGTasigur, the Golden Fang (French 1v1)
Modern
RWG Burn
Perhaps Evolving Wilds/Terramorphic Expanse? . There's a shortage of fetchlands in my area and I don't have time to get them online sadly.
Paranoid the RDW I'm planning on running is going to get it's face smashed in because I'm lacking 6 Fetchlands (I have 2, for what that's wroth).
2. Seething Song is not Standard legal.
I wouldn't reccomend playing more than 5-6 ETB tapped lands, but if you have room for smoldering spires, it is very, very good.
"I'm the Best!"
Toad, Mario Kart 64
"I'm the Best!"
Toad, Mario Kart 64
Yeah, this is really important when you're playing against a deck like bant, for example (which can cause a lot of problems for us). You drop a fetch turn 2, and you can searing blaze their lotus cobra or whatever their eot.
Outlander is great against control (though I think Manabarbs is about as good), but he really shines against Bant. If he's not just winning the game, often I'll swing in for a couple points, then just leave him back to block a Warmonk if I don't have removal handy. Preventing your opponent from gaining 3 life a turn is pretty important, something Manabarbs just doesn't do.
Standard
WUW/U HumansUW
Modern
WBW/B TokensBW
1. Is one better than the other.
2. Is it possible to play both? 8 come into play tap lands is way to many.
What does everyone think??
Thanks to xeno for the sig and avvy!!!
So instead of choosing one over the other I just run both. 4 of each was a little too much and created occasional bad opening hands with too many CIPT lands, but 3 of each seems just right. In the few weeks I've been playing with 3 of each I've never had a problem with opening hands having too many CIPT lands or drawing too many of them either.
In short, I think the best solution is a few of each
Say you have a turn 2 Kiln Fiend. Turn 3 they have a Wall of Omens and you have a land and a... let's say LB in your hand. Would you rather have that land be Teetering Peaks, and possibly be blocked, wasting your LB to remove a Wall of Omens AND wasting a swing AND a valuable EtB trigger, or would you rather it be Spires when you can push through 4 damage(7 with bolt)?
Teetering Peaks was good early on when you needed to push through early damage. IMO, ever since Wall of Omens came out, it's harder to push through damage with Peaks, and Smoldering Spires will generally be better.
That said, I run 2 Fetchlands(Not budget, I just don't run Geopedes. I just run 2 Fetches for the off chance I need to cast Searing Blaze on their turn), 2 Spires, and 25 mountains. I was thinking of upping Spires to 3, or even 4.
I get how dropping Smoldering Spires and forcing cards such as Baneslayer Angel, Wall of Denial, Wall of Omens, etc to allow lethal damage walk right by them is appealing, but it doesn't have too great of an impact when the damage isn't lethal (or close to it) - that enormous problem is still sitting pretty across the table, especially in the case of Baneslayer Angel or Kor Firewalker, two cards that cause nightmares.
Don't get me wrong, given that complaint, I still prefer Smoldering Spires of Teetering Peaks with the addition of the newer cards, but that "Get past vs chump" argument isn't really too strong.
In general ... I agree with Broodstar. Just run all of them. Why not? Taplands are bad, but eh, it works.
and eyes are full of death besides
but luckily the soul is wise -
it sees beyond my blindness and
forced failure makes a better guise,
so as i come again alive,
it feels like life's a decent plan
bad news buddy, it's in m11
Have you checked out the thread on AiR? As it's core it's an RDW variant that has way more opportunity for Turn 3 and 4 wins. There are so many opening hands with AiR that beat a goldfish on T3 and destroy an actual player on T4. Yes it is a little more risky, but that's why it's called All In Red.
Yes I saw that, but rumor has it that there's a chance we might get Seething Song. That would make for a lot of very happy people.
There are already a couple topics on creatures to use, not sure why this one was created.
"I'm the Best!"
Toad, Mario Kart 64