Honestly though, why bother testing post-MBS any furthermore and NPH is coming out this week?
The decks you will be facing will change with the inclusion of Sword of War and Peace, Batterskull and other tools.
We will be getting Shrine and Furnace Scamp and Dismember as well.
Honestly though, why bother testing post-MBS any furthermore and NPH is coming out this week?
The decks you will be facing will change with the inclusion of Sword of War and Peace, Batterskull and other tools.
We will be getting Shrine and Furnace Scamp and Dismember as well.
Noone is running Gambit. Volt Charge can replace Searing Blaze, because Blaze is useless without opposing creatures.
Volt Charge is gamebreaking sometimes, notably, in this scenario.
Turn 4 Koth, 4 counters, attack with Mountain.
Opponent still handling some creatures or playing some of his own to attack back Koth next turn.
Turn 5 Volt Charge, Koth ultimate. GG game as Mountain burn just goes through anything, even Sword of War and Peace.
And full set of Geopedes is not really needed, 3 is enough, reason being you dont want to see that many at all. Personally, I would cut 1 Kargan for another Staggershock and max the Ember Haulers to 4.
4 Dismembers in the sideboard. They have proven to be very good at handling whatever red is having trouble against.
Kills Kor Firewalkers, BS Angels, Deceiver Extarches, Phyrexian Obliterators.
Noone is running Gambit. Volt Charge can replace Searing Blaze, because Blaze is useless without opposing creatures.
Volt Charge is gamebreaking sometimes, notably, in this scenario.
Turn 4 Koth, 4 counters, attack with Mountain.
Opponent still handling some creatures or playing some of his own to attack back Koth next turn.
Turn 5 Volt Charge, Koth ultimate. GG game as Mountain burn just goes through anything, even Sword of War and Peace.
And full set of Geopedes is not really needed, 3 is enough, reason being you dont want to see that many at all. Personally, I would cut 1 Kargan for another Staggershock and max the Ember Haulers to 4.
4 Dismembers in the sideboard. They have proven to be very good at handling whatever red is having trouble against.
Kills Kor Firewalkers, BS Angels, Deceiver Extarches, Phyrexian Obliterators.
My sideboard is pretty fine as is at dealing with threats across the metagame. Singeltons in a deck like this are nigh pointless, so I mean cutting the Kargan to one is pointless, I may as well cut both in that case, but he's too good late game.
Noone is running Gambit. Volt Charge can replace Searing Blaze, because Blaze is useless without opposing creatures.
I generally agree with most of your post(s), but the idea of cutting Searing Blaze for Volt Charge is insanity. Searing Blaze is one of the few ways for this deck to generate raw card advantage, has mana efficiency on par with Lightning Bolt while only being one card, and being able to maximize this card is in my humble opinion the single biggest reason to be running monored aggro. If one insists on running Volt Charge at all (which I think is a mistake), Burst Lightning is the weakest of the burn spells in the stock Sullivan list.
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Im thinking of cutting 2 Burst Lightning and 1 Staggershock for 3 Shrines. 4 seems over kill and running a singleton Burst will just make me cut it eventually due to never seeing it.
Searing Blaze is amazing. I would never cut it for a one in whatever chance to pull off some crazy Koth shenanigans with volt charge.
Also I will probably trade my 4 Perlirious Myr for 3 Dismember + 1 somthing else. Arc trail maybe? Ruin Blaster ive also been fond of lately.
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Currently Playing:
Standard: RWB Dega Burn RWB
Modern: 1 Top Control 1
Legacy: XU Manaless Blue Dredge XU
EDH: Edric, Spymaster of Tres 1UG
Mishra, Artificer Prodigy 1UBR
I generally agree with most of your post(s), but the idea of cutting Searing Blaze for Volt Charge is insanity. Searing Blaze is one of the few ways for this deck to generate raw card advantage, has mana efficiency on par with Lightning Bolt while only being one card, and being able to maximize this card is in my humble opinion the single biggest reason to be running monored aggro. If one insists on running Volt Charge at all (which I think is a mistake), Burst Lightning is the weakest of the burn spells in the stock Sullivan list.
Searing Blaze is a 1 for 1. Not card advantage. I agree with you that it should not likely be cut but just correcting your terminology.
Yes, that's true. However, from the perspective of dealing damage to both your opponent and killing of a creature, you do get TWO effects for ONE card, which I think we can all agree is better than one effect for one card.
Obvious post is obvious. I'm a simple man, wot can I say.
This is what I'm gonna start with. I think shrine is mostly more like a creature than a burn spell so replacing the Geopedes that are mediocre against Mortarpods and Sparkmages etc. sideboard still undecided but will include Mark of Mutinies and some kind of artifct removal.
Noone is running Gambit. Volt Charge can replace Searing Blaze, because Blaze is useless without opposing creatures.
Volt Charge is gamebreaking sometimes, notably, in this scenario.
Turn 4 Koth, 4 counters, attack with Mountain.
Opponent still handling some creatures or playing some of his own to attack back Koth next turn.
Turn 5 Volt Charge, Koth ultimate. GG game as Mountain burn just goes through anything, even Sword of War and Peace.
And full set of Geopedes is not really needed, 3 is enough, reason being you dont want to see that many at all. Personally, I would cut 1 Kargan for another Staggershock and max the Ember Haulers to 4.
4 Dismembers in the sideboard. They have proven to be very good at handling whatever red is having trouble against.
Kills Kor Firewalkers, BS Angels, Deceiver Extarches, Phyrexian Obliterators.
Why would you say no one is running gambit? I would think it would be a decent choice in this deck, assuming you are running both koth and shrine. And lots of people have been running tumble magnets SB, that gives 3 proliferate targets, and a lot of times, I would rather draw 2 cards instead of dealing 3 damage. The 2 life should be a non issue, especially considering lots of people are dropping geopedes, and/or searing blaze, making the fetchlands a lot less appealing. I don't know about anyone else, but I will sure as hell be running at least 2 Tezzeret's Gambit, probably 3.
what will be our answer Mainboard vs spellskite and batterskull?
The answer to batterskull is to just kill them. This card costs 5. It's like asking what our answer is to Baneslayer.
Spellskite is a bit more troublesome. You willpretty much always have to 2-1 yourself, because it is an 0/4. Unless they are bad and block for some reason. I'm assuming you are asking because of SplinterTwin combo, to which I recommend Combust. The damage cannot be countered and spellskite cannot force an illegal targetting, so they can't save their deciever that way. Of course, combust is a sideboard card, but it is probably our best answer to that deck.
I'm uncertain about Shrine in our deck. It does represent alot of damage, but by not playing a creature or burn spell, we are slowing down our clock a bit and giving them time to stabalize. I'll have to continue testing this card, but so far I love it far more in the Machine Red version than I do in the aggressive Red decks.
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Current Standard:
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Current Legacy:
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UW Stoneforge
MonoUDelver(in progress)
I'm uncertain about Shrine in our deck. It does represent alot of damage, but by not playing a creature or burn spell, we are slowing down our clock a bit and giving them time to stabalize. I'll have to continue testing this card, but so far I love it far more in the Machine Red version than I do in the aggressive Red decks.
This.
I have been testing it out and it is merely a better Sb option than Ratchet Bomb or Tumble Magnet. It is better in Big Red. It is fine for SB though because it will just kill them if we don't have Pro-Red guys to deal with.
I am just glad they are finally giving us better options at this point instead of just leaving us kold to pro red...
Spellskite is a slightly worse problem than Battlement, Wall of Omens, or Kraken Hatchling (as if anyone plays this) or something like that.... Manic Vandal seems to be earning his slot after this set comes out.
I'd like to bring up another issue that hasn't really been discussed. Prior to Neil Patrick Harris, we had the occasional conversation about Arid Mesa/Scalding Tarn. The argument was they serve three primary purposes- ever-so-slightly thinning decks but more importantly providing protection against Jace's +2 and empowering landfall triggers. The argument continued that taking 2-3 damage per game was not a critical issue because the odds of being killed because of that 2-3 damage were very slim.
Obviously things have changed. Cards like Tezzeret's Gambit make that "2-3" damage per game into a likely "4-6" damage per game. Is it really reasonable to run more than, say, 6 Mesa's/Tarns anymore? I know I won't be.
I'd like to bring up another issue that hasn't really been discussed. Prior to Neil Patrick Harris, we had the occasional conversation about Arid Mesa/Scalding Tarn. The argument was they serve three primary purposes- ever-so-slightly thinning decks but more importantly providing protection against Jace's +2 and empowering landfall triggers. The argument continued that taking 2-3 damage per game was not a critical issue because the odds of being killed because of that 2-3 damage were very slim.
Obviously things have changed. Cards like Tezzeret's Gambit make that "2-3" damage per game into a likely "4-6" damage per game. Is it really reasonable to run more than, say, 6 Mesa's/Tarns anymore? I know I won't be.
Is it really reasonable to run Tezzeret's Gambit? I know I won't be.
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Current Standard:
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Current Legacy:
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UW Stoneforge
MonoUDelver(in progress)
Is it really reasonable to run Tezzeret's Gambit? I know I won't be.
I agree, it is not reasonable to play Tezz Gambit in RDW right now. Tezz Gambit would only be good in Big Red, not in Small Red which is more competitive in Standard right now.
Post-NPH, Dismember from the sideboard and Shrine of Burning rage.
At the moment, im running 4 Perlious Myr and 3 Tumble Magnets. Hope I draw more Myr than they do Firewalkers and use tumble magnet to push through the last few points of damage.
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Currently Playing:
Standard: RWB Dega Burn RWB
Modern: 1 Top Control 1
Legacy: XU Manaless Blue Dredge XU
EDH: Edric, Spymaster of Tres 1UG
Mishra, Artificer Prodigy 1UBR
Shrine of Burning Rage is simply amazing. I've been testing it online in Cockatrice, and it can get upwards of 7-8 counters by turn 5/6. I currently have 2 maindecked, and I always love seeing it in my opening hand. It might be more of a sideboard card, but I will have to test more. I am still working on my post NPH build, but I went to a midnight prerelease last night, and got my hands on some of the new cards, including 4x Volt Charge =]
This deck in this form is now 4-1 vs. Caw-Blade and 9-0 vs. Valakut.
4 Goblin Guide
4 Kargan Dragonlord
4 Kiln Fiend
1 Inferno Titan
Instant/Sorcery/Burn (19)
4 Lightning Bolt
4 Forked Bolt
4 Flame Slash
4 Burst Lightning
3 Assault Strobe
4 Koth of the Hammer
Land (24)
20 Mountain
2 Teetering Peaks
2 Smoldering Spires
3 Phyrexian Revoker
3 Mark of Mutiny
2 Ratchet Bomb
2 Ricochet Trap
2 Tumble Magnet
1 Manic Vandal
1 Shatter
1 Crush
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Honestly though, why bother testing post-MBS any furthermore and NPH is coming out this week?
The decks you will be facing will change with the inclusion of Sword of War and Peace, Batterskull and other tools.
We will be getting Shrine and Furnace Scamp and Dismember as well.
My post NPH list is in my Sig and ready to go.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Standard:
RDW
:symw::0mana: Tempered Steel :0mana::symw:
EDH:
:symr::symg::symw: Mayael, the Anima :symr::symg::symw:
Noone is running Gambit. Volt Charge can replace Searing Blaze, because Blaze is useless without opposing creatures.
Volt Charge is gamebreaking sometimes, notably, in this scenario.
Turn 4 Koth, 4 counters, attack with Mountain.
Opponent still handling some creatures or playing some of his own to attack back Koth next turn.
Turn 5 Volt Charge, Koth ultimate. GG game as Mountain burn just goes through anything, even Sword of War and Peace.
And full set of Geopedes is not really needed, 3 is enough, reason being you dont want to see that many at all. Personally, I would cut 1 Kargan for another Staggershock and max the Ember Haulers to 4.
4 Dismembers in the sideboard. They have proven to be very good at handling whatever red is having trouble against.
Kills Kor Firewalkers, BS Angels, Deceiver Extarches, Phyrexian Obliterators.
My sideboard is pretty fine as is at dealing with threats across the metagame. Singeltons in a deck like this are nigh pointless, so I mean cutting the Kargan to one is pointless, I may as well cut both in that case, but he's too good late game.
Standard:
RDW
:symw::0mana: Tempered Steel :0mana::symw:
EDH:
:symr::symg::symw: Mayael, the Anima :symr::symg::symw:
I generally agree with most of your post(s), but the idea of cutting Searing Blaze for Volt Charge is insanity. Searing Blaze is one of the few ways for this deck to generate raw card advantage, has mana efficiency on par with Lightning Bolt while only being one card, and being able to maximize this card is in my humble opinion the single biggest reason to be running monored aggro. If one insists on running Volt Charge at all (which I think is a mistake), Burst Lightning is the weakest of the burn spells in the stock Sullivan list.
Searing Blaze is amazing. I would never cut it for a one in whatever chance to pull off some crazy Koth shenanigans with volt charge.
Also I will probably trade my 4 Perlirious Myr for 3 Dismember + 1 somthing else. Arc trail maybe? Ruin Blaster ive also been fond of lately.
Standard: RWB Dega Burn RWB
Modern: 1 Top Control 1
Legacy: XU Manaless Blue Dredge XU
EDH: Edric, Spymaster of Tres 1UG
Mishra, Artificer Prodigy 1UBR
I miss casting Snapcaster Mage + Rampant Growth
Searing Blaze is a 1 for 1. Not card advantage. I agree with you that it should not likely be cut but just correcting your terminology.
Obvious post is obvious. I'm a simple man, wot can I say.
4 Ember Hauler
4 Goblin Guide
4 Spikeshot Elder
Artifacts
4 Shrine of Burning Rage
3 Burst Lightning
4 Lightning Bolt
4 Searing Blaze
4 Volt Charge
4 Koth of the Hammer
13 Mountain
4 Arid Mesa
4 Scalding Tarn
4 Teetering Peaks
This is what I'm gonna start with. I think shrine is mostly more like a creature than a burn spell so replacing the Geopedes that are mediocre against Mortarpods and Sparkmages etc. sideboard still undecided but will include Mark of Mutinies and some kind of artifct removal.
4 Arid Mesa
3 Teetering Peeks
12 Mountains
4 Ember Hauler
4 Goblin Guide
3 Kiln Fiend
3 Immolating Souleater
2 Kargan Dragonlord
4 Shrine of the Burning Rage
4 Volt Charge
3 Searing Blaze
3 Koth of the Hammer
3 Staggershock
4 Hex Parasite
3 Tumble Magnet
3 Manic Vandal
3 Mark of Mutiny
2 Ratchet Bomb
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Why would you say no one is running gambit? I would think it would be a decent choice in this deck, assuming you are running both koth and shrine. And lots of people have been running tumble magnets SB, that gives 3 proliferate targets, and a lot of times, I would rather draw 2 cards instead of dealing 3 damage. The 2 life should be a non issue, especially considering lots of people are dropping geopedes, and/or searing blaze, making the fetchlands a lot less appealing. I don't know about anyone else, but I will sure as hell be running at least 2 Tezzeret's Gambit, probably 3.
STANDARD:
UWDelverWU
LEGACY:
RGOBLINSR
RBURNR (Retired)
WWhite WeenieW (Work in Progress)
"BY YOUR POWERS COMBINED I AM MYR SUPERION"
The answer to batterskull is to just kill them. This card costs 5. It's like asking what our answer is to Baneslayer.
Spellskite is a bit more troublesome. You willpretty much always have to 2-1 yourself, because it is an 0/4. Unless they are bad and block for some reason. I'm assuming you are asking because of SplinterTwin combo, to which I recommend Combust. The damage cannot be countered and spellskite cannot force an illegal targetting, so they can't save their deciever that way. Of course, combust is a sideboard card, but it is probably our best answer to that deck.
I'm uncertain about Shrine in our deck. It does represent alot of damage, but by not playing a creature or burn spell, we are slowing down our clock a bit and giving them time to stabalize. I'll have to continue testing this card, but so far I love it far more in the Machine Red version than I do in the aggressive Red decks.
Current Standard:
Boros
Current Legacy:
Merfolk
UW Stoneforge
MonoUDelver(in progress)
This.
I have been testing it out and it is merely a better Sb option than Ratchet Bomb or Tumble Magnet. It is better in Big Red. It is fine for SB though because it will just kill them if we don't have Pro-Red guys to deal with.
I am just glad they are finally giving us better options at this point instead of just leaving us kold to pro red...
Spellskite is a slightly worse problem than Battlement, Wall of Omens, or Kraken Hatchling (as if anyone plays this) or something like that.... Manic Vandal seems to be earning his slot after this set comes out.
Obviously things have changed. Cards like Tezzeret's Gambit make that "2-3" damage per game into a likely "4-6" damage per game. Is it really reasonable to run more than, say, 6 Mesa's/Tarns anymore? I know I won't be.
BU[MANA]G[/MANA]W[MANA]R[/MANA]Slivers (Overlord as general)BU[MANA]G[/MANA]W[MANA]R[/MANA]
BMono Black (Xiahou Dun as general)B
Is it really reasonable to run Tezzeret's Gambit? I know I won't be.
Current Standard:
Boros
Current Legacy:
Merfolk
UW Stoneforge
MonoUDelver(in progress)
I agree, it is not reasonable to play Tezz Gambit in RDW right now. Tezz Gambit would only be good in Big Red, not in Small Red which is more competitive in Standard right now.
"BY YOUR POWERS COMBINED I AM MYR SUPERION"
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Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
At the moment, im running 4 Perlious Myr and 3 Tumble Magnets. Hope I draw more Myr than they do Firewalkers and use tumble magnet to push through the last few points of damage.
Standard: RWB Dega Burn RWB
Modern: 1 Top Control 1
Legacy: XU Manaless Blue Dredge XU
EDH: Edric, Spymaster of Tres 1UG
Mishra, Artificer Prodigy 1UBR
I miss casting Snapcaster Mage + Rampant Growth
Perilous Myr. He answers both Firewalker and Crusader.
Great, that's awesome because it's an artifact too!
Jarad Graveyard Combo[Primer]!
Sidisi ANT!
Playing Commander to Win - A guide on Competitive, 4-player EDH
LandDestruction.com - An EDH blog
STANDARD:
UWDelverWU
LEGACY:
RGOBLINSR
RBURNR (Retired)
WWhite WeenieW (Work in Progress)